Currently Being ModeratedMar 15, 2012 3:34 PM (in response to Zolite)Re: Interesting Information on Lag Comp
What if the reason the packets are not getting returned is the host is too busy doing other things and cannot return the packets efficiently? That would make more sense to me. Considering the original IW team left and all the people who worked on MW3 are new to the code base, they couldn't possibly have decided to re-write the net code. They could however load the engine down with other processes, eating resources that should be devoted to MP data communications and synchronization. The only other logical explanation would be sabotage from 3arch when they implemented their anti-cheat/theater bs into MW3. Either way it's all hypothetical and will never get addressed.
If you suffer from the lag comp hell like I do, the only way to play this game is to only shoot when you're not moving (prone preferably) with assassin pro, blind eye pro and a silenced weapon with rapid fire. The minute you stand up or move to shoot your dead instantly. Even though you never seen your enemy, in the kill-cam he's blatantly standing right in front of you shooting as you stand there like a deer in headlights.
Currently Being ModeratedMar 15, 2012 3:47 PM (in response to djtn)Re: Interesting Information on Lag Comp
I agree, something or "other" is limiting the return of packets in the game engine, it is all theory of "what is" but the fact packets are not being returned is not a theory, i simply wanted to share my findings.
The reason i lean more to it is the implementation of the lag comp ( however they do it ) is if you ping flood LAN IP > Port 3074 TCP/UDP you can lower your self to the rate which is returned. Or by lowering your MTU, only then do the packets get closer to a 1 to 1 ratio.
Thank you for the suggestions, i appreciate them, i really enjoy the game, the network connectivity and running around literally blind, now you see them now you don't **** i do not enjoy it all, those who are getting frustrated with the game, let it go, it is not your skill or talent, the moment you play depending on your connection, your fate has already been decided.
Currently Being ModeratedMar 16, 2012 7:52 AM (in response to Zolite)Re: Interesting Information on Lag Comp
I'm sorry to do this op but i'm not sure what you were monitoring but it wasnt game traffic.
The game uses udp , this is a connectionless protocol its basically nigh on impossible to monitor for lost packets as theres no confirmation of sent/recieved packets.
When you send a UDP packet the header basically contains the ip and port of the destination, its exactly the same as if you sent a letter in the mail with nothing more than the address, you have no way of knowing if it arrived (unless you sent it by trackable means)
The only way you could monitor udp traffic is if the packets had an extra layer added with a sequencial numbering system which you could log, this doesnt work with games as the way udp for games works in relation to lag comp means the game is deisgned to interpolated for lost packets and "fill in the blanks" , Udp by its very nature means you will always get a degree of packet loss its usually around the 5% mark and game devs allow for this as i said with interpolation which means the game has the ability to fill in the blanks if say for example you get one packet that says x player is here, and you skip an update and the next packet says x player is now here.. the game will be able to fill in the blanks so the players doesnt suddenly jump from one spot to the other..this is basically what lag compensation does.. it smooths out the gameplay for players with varying pings.
oh and you do realises you were monitoring the ports that xbl uses for its services too right?