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Out Of Sync...


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#181 Karl Berg

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Posted 23 April 2013 - 12:57 PM

View PostEsplodin, on 23 April 2013 - 12:14 PM, said:

Well, video of minor "jiggles", rather then the much more pronounced out of mech experience others are having:


Yup, that's the same issue. It worsens as packet loss increases, which is why some others are experiencing dramatically worse behaviour.

#182 StalaggtIKE

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Posted 23 April 2013 - 02:12 PM

Adding my name to list. Never had any major issues with gameplay until last night.

#183 Kilgorsmudge

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Posted 23 April 2013 - 02:39 PM

Same issue, I am coming in off another post about the issue but with a different title. But have the net effect. Hopefully we see that improvement soon.

#184 kuangmk11

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Posted 23 April 2013 - 02:39 PM

View PostKarl Berg, on 23 April 2013 - 11:48 AM, said:

*snick*


Now that's a response! Thank you!

#185 DeaconW

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Posted 23 April 2013 - 03:00 PM

Anyone know the ETA on the hotfix? Thx.

View PostEsplodin, on 23 April 2013 - 12:14 PM, said:

... out of mech experience ...


Yep...that is the best description so far!

#186 Karl Berg

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Posted 23 April 2013 - 03:06 PM

View PostDeaconW, on 23 April 2013 - 03:00 PM, said:

Anyone know the ETA on the hotfix? Thx.


The temp fix has passed initial QA and has entered stage testing. At this point it's looking like early Thursday for production at the earliest.

#187 DeaconW

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Posted 23 April 2013 - 03:26 PM

View PostKarl Berg, on 23 April 2013 - 03:06 PM, said:


The temp fix has passed initial QA and has entered stage testing. At this point it's looking like early Thursday for production at the earliest.


Thx, Karl! Appreciate you being so forthcoming with the community...that's one of the things that raise PGI's stock in my mind...

#188 joedawg39s

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Posted 23 April 2013 - 03:42 PM

I had 2 matches today where my mini map/HUD compass rotation kept jumping around randomly. The second time it was almost constant movement when I was sitting still. My actual mech didn't de-sync (as far as i could tell, it was really hard to concentrate with that going on) but, it sounds like it could be the same issue. Glad a fix is on the way tho.

#189 fyrebryan

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Posted 23 April 2013 - 05:38 PM

looking forward to this fix... i cant really play at all... never had any issues other than the minor map annoyances until yesterday.

#190 StalaggtIKE

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Posted 23 April 2013 - 05:50 PM

I did a reinstall of the game. Everything seemed fine. But slowly things got back bad again. To the point it was nearly unplayable. I press my zoom key...., after about 10 seconds it may zoom in. I can move my mech around fine, but then I jump back 15 steps back. I fire my MGs, look down at ammo count and realize it's still counting down, even though I've stop firing. One guy on my team got pissed at me because I was shooting him, even though I wasn't on my screen. I am glad to hear that a hotfix is on the way.

#191 DLS

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Posted 23 April 2013 - 06:25 PM

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Southeast U.S. Sorry Im not sure I buy the bit about packetloss >.>

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Thats an 18 Meg package going corner to corner U.S. I shoudl note I average 65-75 ms ping in game with 35 FPS. I just hope they aren't fixing (breaking) the wrong thing :/

Edited by DLS, 23 April 2013 - 06:32 PM.


#192 The Bad Charlie

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Posted 23 April 2013 - 06:36 PM

DLS, try pinging to ontario, see if you get any PL

#193 DLS

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Posted 23 April 2013 - 06:43 PM

NM found Toronto XD ...
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That was while playing the game AND listening to youtube :x

Edited by DLS, 23 April 2013 - 06:53 PM.


#194 K o i l

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Posted 23 April 2013 - 06:43 PM

View PostKarl Berg, on 23 April 2013 - 11:48 AM, said:


Maybe; the failure cases for this issue are usually much more extreme, but please let us know if the hotfix makes any difference.



... no comment

@Rixsaw

Not quite. Here is what was done:

Mech input state is queued up into a 20 hz stream of traffic...
Now that's what I'm talking about! Great update on the situation, and letting us in on exactly what's happening. Entertaining and informative! Thanks for taking the time, Karl...and good luck!

#195 DeaconW

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Posted 23 April 2013 - 06:44 PM

View PostStalaggtIKE, on 23 April 2013 - 05:50 PM, said:

I did a reinstall of the game. Everything seemed fine. But slowly things got back bad again. To the point it was nearly unplayable. I press my zoom key...., after about 10 seconds it may zoom in. I can move my mech around fine, but then I jump back 15 steps back. I fire my MGs, look down at ammo count and realize it's still counting down, even though I've stop firing. One guy on my team got pissed at me because I was shooting him, even though I wasn't on my screen. I am glad to hear that a hotfix is on the way.


Your symptoms are similar to mine...it is all dependent on your path to PGI and how the packets arrive. For reference, I am in the same part of the US as you...that tracks.

Edited by DeaconW, 23 April 2013 - 06:44 PM.


#196 nubcake

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Posted 23 April 2013 - 09:59 PM

It's an extremely annoying bug, especially when you're piloting something with high pinpoint damage, like an AC40.
Thanks to Karl for all the replies - it's really nice to know that devs are aware of the issue and are working on the hotfix. Much appreciated.

#197 Deathlike

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Posted 23 April 2013 - 10:39 PM

View Postp00k, on 22 April 2013 - 06:16 PM, said:

so what you're saying is, PGI broke something and don't know what they broke. i guess that's about par for the course


When you consider the context of WHY this is happening, it's for our "future benefit". IIRC it was the ETA of May where 12v12 would be deployed.

By comparison, this is better than Paul or Bryan's "politically correct answers" and we're getting actual "technical details" for which we should be grateful for.

View PostKarl Berg, on 23 April 2013 - 03:06 PM, said:


The temp fix has passed initial QA and has entered stage testing. At this point it's looking like early Thursday for production at the earliest.


At this rate, unless you completely validate the fix, Friday probably might be a better day (since server outage is normal then)... but whenever you feel the time is right, is good for the rest of us.

Edited by Deathlike, 23 April 2013 - 10:40 PM.


#198 ArtemisEntreriCRO

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Posted 24 April 2013 - 12:13 AM

strangest thing for me is:
game is working great during the "weekends"(friday to tuesday) and lags rest of the week
is pgi paying for more bandwith during the weekend or getting more server space or what?

#199 StalaggtIKE

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Posted 24 April 2013 - 04:35 AM

View PostDLS, on 23 April 2013 - 06:43 PM, said:

NM found Toronto XD ...
Posted Image

Posted Image

That was while playing the game AND listening to youtube :x

I tested mine and got similar results. I don't believe that packet loss is the issue here.

#200 Esplodin

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Posted 24 April 2013 - 04:57 AM

This kind of post REALLY needs to be put in a known issues section. It's detailed and has QUALITY all over it, thoroughly explains why the failure is happening, and most importantly does so without blowing rainbows and skittles up our collective poop chutes or make excuses.

While it doesn't make the bug any easier to play through, it does make it somewhat less frustrating to know what is going on and that a fix is inbound. It's beta, and bugs happen. Dealing with them head on with the community is always the better route, since keeping them under wraps just lets rumors blossom. Rumors and conspiracies left unaddressed are far more damaging in the long run.

More quality communications like this would go a Looooong way to repairing some of the malcontent the community has harbored. The other example I'd give is the one Nick posted about the testing suite you guys are developing. That is the other post that stands out in my mind as being excellent, since it reminded me at least that you guys have to create the massive infrastructure a MMO requires to work as well as the game we see.

I'd complement you to your boss Karl on this excellent writeup, but I've no idea who you report to! Feel free to pass this on to him/her!

View PostKarl Berg, on 23 April 2013 - 11:48 AM, said:

Mech input state is queued up into a 20 hz stream of traffic sent from your system to the server. The server processes this state and relays it to all other clients. Obviously then, for a 16 player game, you're sending one set of inputs up to the server, and receiving inputs for 15 other players. For a 24 player game this is compounded, one set of inputs up and 23 sets of inputs down. This movement state traffic dominates all the other game traffic being sent in terms of bandwidth costs.

Taking a look at what is actually in that mech input state, you have some aim angles, throttle settings, jump jet status, torso turn settings, and a small collection of other essential states. At 20 hz, a lot of that state doesn't change from one input to the next, so it's a fairly reasonable optimization to only send input values when they change, commonly referred to as delta compression. Most of our optimizations are focussed on the data being sent to you from the server, since that grows with player count.

To start, we add a sequence id to map transmitted movement state to a specific identifier. Now every move we send to the client is tagged with its sequence number. If this movement packet requires previous state to decompress, we add that base state identifier as well and delta compress the current state against that base state before transmission.

Well, we're using UDP, and all this traffic is unreliable and unordered. The underlying movement system is set up in such a way that it will reorder or simply reconstruct lost traffic over a very small window of time. If any received input is too old it's simply discarded.

We still have to deal with the problem of knowing what states the client has received, so for every state the client receives, it send back a really small 'state ack' packet containing a small identifier and the last received sequence id. The CryNetwork layer handles combining all these little tiny packets into optimally sized packets for transmission for us. Now on the server it's quite simple to always delta compress against the most recently ack'd state for each client.

It's the transmission of these ack packets in combination with small levels of packet loss that have messed things up. My guess is that our sending of lots of tiny little messages is incorrectly triggering flow control logic in the network layer, but it will take some digging to really track down where and why this is happening.

Small update on the hotfix, QA has it and is testing it out in the stable environment. If all goes well, the absolute earliest it might end up getting pushed out would be sometime tomorrow.

Edited by Esplodin, 24 April 2013 - 04:58 AM.






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