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De-Sync Bug Seems Worse


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#41 Tanus Dimitrov

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Posted 10 September 2014 - 07:20 PM

De-sync has been horrible since the Tuesday patch! I doubt I've been able to finish more than a hand full of matches without de-syncing. Really this MUST be fixed or the patch rolled back

#42 MikeSteel

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Posted 11 September 2014 - 02:34 AM

Tried new patch today and I'm still lagging every couple of seconds. I'm from Europe and before last three patches there ware no desync. At the moment it's not really fun to play the game.

#43 Cyborne Elemental

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Posted 11 September 2014 - 03:31 AM

Its happening whenever a player disconnects.
Is the game trying to save some data (Positional data/Health/ammocounts ect) on his living mech ect, that is too intense for the current throughput?

Seems to get worse the more people disconnect at any given time.

#44 Neema Teymory

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Posted 12 September 2014 - 09:42 AM

Is there anyone who experiences this issue very regularly who would like to volunteer in helping to debug this issue? If you want to help out and are available during the day (PST), send me a private message. Thanks!

#45 reaverOfCheesecake

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Posted 12 September 2014 - 10:28 AM

View PostNeema Teymory, on 12 September 2014 - 09:42 AM, said:

Is there anyone who experiences this issue very regularly who would like to volunteer in helping to debug this issue? If you want to help out and are available during the day (PST), send me a private message. Thanks!


just messaged you about some possiable assistance with this matter. hopefully it can be sorted soon.

#46 Omaha

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Posted 12 September 2014 - 11:04 AM

Iv'e been noticing that when you seem to be the target of mass targeting by the enemy team a desync occurs. Of course this is only speculation, as I have no idea that I'm being mass targeted. But at times when I know I would be the target of mass targeting a desync occured. Maybe getting some custom games to test this out?

Also possible that when getting spectated en mass might also be a problem with desync, I've noticed on a few occasions, (may also be the side effect of being mass targeted) that when loosing forces en mass a desync will occur.

If anyone wants to test add me, I'm down for some custom games and testing, pass ts info.

I guess it could be something to do with targeting computers, and some weird bug that when some portions of the enemy team has different ones, a conflict may occur? Again I have no idea on what loadouts of enemy team had at the times I had desync, testing could be done with different possible combinations. I just really really think that something with targeting causes the issue. GLHF Guys! Hunt those devs!

Edited by Omaha, 12 September 2014 - 11:13 AM.


#47 King of the Woad

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Posted 12 September 2014 - 07:46 PM

Eh, I have 52-57ms ping and I'm constantly getting desync. And sometimes, I don't have to be moving but when the system syncs back up, I'm around 100m from where I was standing - no movement the whole time.

I'm chalking it up to planetary rotation. Which might be funny if I wasn't dead every time I sync up.

Making it harder and harder to want to play. When I don't DC, I am doing well. When the running in place starts up, I'm dead before I can get a shot off. Not. Fun.

View PostTesunie, on 09 September 2014 - 12:52 PM, said:

Honestly, don't know. All I know is someone else suggested this action to me, and it worked for me. How or why is beyond my personal current understanding.


Won't make a difference.

The way it works is that your initial connection uses DNS to translate a host.domain.name to an IP address. Once the conversation with the remote IP address is started, you don't refer back to DNS again unless you change sites.

PGI, check your load balancers. If they're F5s, hire me =P

#48 Podex

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Posted 13 September 2014 - 11:10 AM

It always seems to happen when my team's winning...


Mega frustrating.

#49 Marauder IIC

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Posted 14 September 2014 - 06:31 AM

Durring lag/desync im unable to refresh this forum other pages will function normal.

#50 eta0h

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Posted 14 September 2014 - 06:43 AM

Here is a visual of what happens during a desync. In this case, I was lucky and only went AWOL for about a second. Sometimes its 30-60 seconds. Notice the complete loss of all packets for that time? Then, a huge burst arrives right after, as all the previously queued packets are pushed out. Unfortunately I didn't have Wireshark running this time, otherwise I'd forward the capture to support.

#51 warner2

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Posted 14 September 2014 - 08:34 AM

This happens fairly regularly. I think today off the top of my head 1 in 5 games had an issue? Hard to say didn't count but it's regular.

#52 Podex

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Posted 14 September 2014 - 08:37 AM

View Posteta0h, on 14 September 2014 - 06:43 AM, said:

Here is a visual of what happens during a desync. In this case, I was lucky and only went AWOL for about a second. Sometimes its 30-60 seconds. Notice the complete loss of all packets for that time? Then, a huge burst arrives right after, as all the previously queued packets are pushed out. Unfortunately I didn't have Wireshark running this time, otherwise I'd forward the capture to support.



Good job! Now they can see that we're not all doing peyote and making this stuff up.

#53 General Solo

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Posted 15 September 2014 - 03:21 AM

Been de-syncing nearly every game, and when I re-sync, It does so in stages, People moving (teleporting) around the map 2 -3 times before it stabilises.

Edited by OZHomerOZ, 15 September 2014 - 03:21 AM.


#54 Seaborne

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Posted 15 September 2014 - 12:23 PM

Guy's I had really bad de-sync's however when I switched my anti virus off (Avast) all my problem's went away, I can't remember when this started happening but it's worth a try disabling your anti-virus on a temporary basis to see if it fixes it.

#55 MikeSteel

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Posted 16 September 2014 - 02:10 PM

Game was working OK today. No more lag and ping was better for 30 points. I still had my Avast turned ON.

Edited by MikeSteel, 16 September 2014 - 02:11 PM.


#56 Grey Ghost

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Posted 17 September 2014 - 07:27 AM

This is so frustrating.

#57 Draven Darkshadow

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Posted 17 September 2014 - 12:54 PM

the program i've been using was leatrix latency fix 3, i've haven't had many desync issues as of late and had been able to play for hours without desyncing, except for the last few matches i had recently which had desynced 3 matches in a row.

the modification that the leatrix program does is "increasing the frequency of TCP acknowledgements"

not too sure what the variables for the desync occurs at this point, but the last 3 games i played seems to desync when i get lrmed or in frozen city 6/6 it started to act up during skirmish, or even in forest colony in the cave when i was alone and no one was around just random ass nonsense.

it almost seems like the game server cpu is reaching some sort of bottleneck

Edited by Draven Darkshadow, 17 September 2014 - 12:54 PM.


#58 Thorqemada

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Posted 17 September 2014 - 02:40 PM

Played through all my Mechs and having had 1 bad match at Tourmaline in my Battlemaster out of many so for me it is no as bad as it was some time ago - feel curious what the reason about is - i have not changed any Avast Settings but AMD Virtualization is not (never was) enabled in my Bios anyway.

Edited by Thorqemada, 17 September 2014 - 02:40 PM.


#59 Neema Teymory

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Posted 17 September 2014 - 02:52 PM

Hey everyone,

I want to thank everyone who volunteered to help out. I am no longer looking for volunteers to reproduce this issue. We have a fix that is currently in testing, and we are hoping to have it out to you guys soon. Everyone's help is very much appreciated and was valuable in reproducing and isolating this issue.

I want to point out that this fix specifically addresses a situation in which the server erroneously stops sending data to the client--the generally perceived symptoms are "moonwalking", teleporting, lack of zoom and vision mode functionality, inability to fire LRMS, etc. This bug is most likely to strike when a user gets disconnected from the match, either intentionally or accidentally. When it occurs, it will affect a random user, and it will affect them for a random amount of time. Connection quality, graphics settings, selected mech, map, mode, rejoin, are not factors in causing this issue.

This bug does not address all rubberbanding, snapping, or hit detection issues, all of which are things that can still occur as a result of your individual connection quality.

With that said, this bug is very widespread, so this fix should address a large portion of issues people have been experiencing. Keep your eyes out for an announcement regarding this issue. I look forward to hearing about everyone's experiences once the fix goes out

#60 ApolloKaras

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Posted 18 September 2014 - 07:01 AM

View PostNeema Teymory, on 17 September 2014 - 02:52 PM, said:

Hey everyone,

I want to thank everyone who volunteered to help out. I am no longer looking for volunteers to reproduce this issue. We have a fix that is currently in testing, and we are hoping to have it out to you guys soon. Everyone's help is very much appreciated and was valuable in reproducing and isolating this issue.

I want to point out that this fix specifically addresses a situation in which the server erroneously stops sending data to the client--the generally perceived symptoms are "moonwalking", teleporting, lack of zoom and vision mode functionality, inability to fire LRMS, etc. This bug is most likely to strike when a user gets disconnected from the match, either intentionally or accidentally. When it occurs, it will affect a random user, and it will affect them for a random amount of time. Connection quality, graphics settings, selected mech, map, mode, rejoin, are not factors in causing this issue.

This bug does not address all rubberbanding, snapping, or hit detection issues, all of which are things that can still occur as a result of your individual connection quality.

With that said, this bug is very widespread, so this fix should address a large portion of issues people have been experiencing. Keep your eyes out for an announcement regarding this issue. I look forward to hearing about everyone's experiences once the fix goes out

Might want to make a new post or make one in announcements, therefore this message isn't lost :D

Edited by Saxie, 18 September 2014 - 07:01 AM.






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