Update On The Desync Bug - Feedback
#21
Posted 02 September 2014 - 02:58 PM
#22
Posted 02 September 2014 - 03:02 PM
I'm wondering if this issue is gonna be similar to how the HUD bug was, another deep issue somewhere in the game engine.
I'm sure the devs will get it worked out, but I can imagine how much of a headache it is going to be along the way.
So Good Luck, and Godspeed.
#23
Posted 02 September 2014 - 03:08 PM
Praetor Knight, on 02 September 2014 - 03:02 PM, said:
I'm wondering if this issue is gonna be similar to how the HUD bug was, another deep issue somewhere in the game engine.
I'm sure the devs will get it worked out, but I can imagine how much of a headache it is going to be along the way.
So Good Luck, and Godspeed.
Cryengine 3 runs plenty of other games that don't seem to have this much of a headache. It's not the engine's fault...
#24
Posted 02 September 2014 - 03:26 PM
I gave up and moved to a new game
Edited by Opus, 02 September 2014 - 03:26 PM.
#25
Posted 02 September 2014 - 03:34 PM
About 5 desyncs in about 20 games today using different mechs on different maps.
As suggested, please remove the rejoin feature on the PTS and see if that resolves the issue.
#27
Posted 02 September 2014 - 03:45 PM
Jody Von Jedi, on 02 September 2014 - 12:38 PM, said:
It's also pretty bad on Caustic.
Overall, I can't say that I've noticed a decrease in desyncs since the patch went live. If anything, I think they may have increased a little bit.
#28
Posted 02 September 2014 - 03:51 PM
#29
Posted 02 September 2014 - 04:14 PM
#30
Posted 02 September 2014 - 04:19 PM
Rashhaverak, on 02 September 2014 - 04:14 PM, said:
Hopefully that means they're at least starting to track down the cause
#31
Posted 02 September 2014 - 05:00 PM
#33
Posted 02 September 2014 - 05:31 PM
StaggerCheck, on 02 September 2014 - 02:23 PM, said:
PGI. You are wasting time. If you can't reproduce it your test environment at least try rolling back the rejoin feature in public test and do a 12-24hours run for feedback on the Desync issue.
Has there been a technical explaination from you guys what the desync bug really is ?
The server gets too busy to send update to the game client ?
The server forgets to send updates to the game client ?
Your firewall sessions or network resources getting used up in certain situations ? (Is there only 1 game server where everyone connects too ? Does it when certain highs are reached based on your trending data ?)
Thanks to the DC move.. It is obviously nothing to do with the intne
#34
Posted 02 September 2014 - 05:34 PM
Sandpit, on 02 September 2014 - 03:08 PM, said:
That's because other developers don't stray too far from vanilla cryengine. PGI has decided to make a lot of proprietary tools and change the way cryengine does certain things. That's what is causing a lot of the troubles. That and PGI didn't pay for full cryengine support.
#35
Posted 02 September 2014 - 06:10 PM
UBCslayer, on 02 September 2014 - 05:00 PM, said:
The issue is likely exaggerated by the larger map sizes then.
#36
Posted 02 September 2014 - 06:55 PM
As I thought it was My system had a bug or something I did run the Repair tool and was even thinking of re-installing all together.
The De-Sync issue has gotten so bad for me in the last 2-3 days that it is so hard to play it has made playing at this time Impossible
Yes i can load the game and I can walk around and fire my weapons, but n the heat of battle i de-sync and am off in some other corner of the map, (killed).
I know you are gathering info and data to help with these issues. so here is all i can remember and What my physical layout is
CPU: I7 3770 @ 3.4 Ghz 3.9 Ghz
RAM: 16GB
System 64bit
Windows: 7 Home Premium
GPU: Gigabyte 770 4GB Running in 3 monitor layout (not surround)
Hard Drive: 4TB SSHD
Rat 5 Mouse
Standard Keyboard
Gamdias eros Headset/mic
Resolution 1080x1920
Running with Teamspeak3
Netgear 900 Router
Fiber Internet 50 Up / 50 Down
I have been playing with these Hardware and settings for Months and the Syc issue has gotten worse in the last week, Hope this helps
#37
Posted 02 September 2014 - 07:16 PM
#38
Posted 02 September 2014 - 07:21 PM
However, since the server migration, I have had
- several disconnects
- several rubberbanding in matches, first limited to Caustic Valley but then on Alpine Peaks and River City Night, last one so bad, I am suspending play until it looks fixed.
- seen lots of other disconnects.
- something else I suddenly cannot remember.
All since the server migration.
Request checking of hardware and software, possibly if something has changed from the previous setup, that could be a cause, seen this happen when I worked in telecom.
Cannot be ping or something else, I was fine for 99% of the time before the migration, location New York City area. Unless the physical server location is now somewhere else than previously.
#39
Posted 02 September 2014 - 07:31 PM
The problem where Australian connections are routed via Europe is much worse for me. The game is horrible at 400 ping. Is there anything being done to get the connections going the right way? I don't want to need to use a VPN.
#40
Posted 02 September 2014 - 08:44 PM
Kiiyor, on 02 September 2014 - 02:10 PM, said:
Anecdotally, I'm having far fewer desynchs than before, but they are still happening. Last night I desynched alone in front of a fresh DireWolf, hit all stop and patiently twiddled my thumbs. When the game came to, the DW was dead and NO-ONE KNEW HOW IT DIED.
Now, i'm not saying it's some form of homicidal ghost responsible for the desynchs, just that it's a possibility.
Honestly, this is quite entertaining. Maybe the desync is actually good for the ga *gets hammered by people*
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users