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Please Get Rid Of Hsr And Buy Some Servers, K Thx


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#41 Mawai

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Posted 27 December 2014 - 08:50 PM

View PostAssaultPig, on 27 December 2014 - 04:42 PM, said:

It's pretty clear OP doesn't understand what HSR is or why it's necessary.

The issue isn't that the MWO servers can't send you data fast enough; the issue is that MWO uses server side hit detection and the server has to reconcile two different clients giving it different information about the locations of mechs. HSR is the server's attempt to register hits in a way that conforms to both clients.

Imagine two players that each have ~100ms ping to the server. Player one sees an enemy mech and fires; 100ms later the server records that shot and looks to see whether it hit based on where player 2's client last told it player 2's mech was, then sends the result to Player 2. 100ms later (200ms after P1 fired) player 2's client receives that info and gets told whether or not they got hit.

This is potentially frustrating for both players; P2 may get 'hit' after they think they've moved behind cover or twisted, and P1 may see what looks like a hit only to have it not register because P2's client is telling the server P2 is in a different spot. This problem gets worse the higher the two players' pings are relative to the server; when people talk about a 'lag shield,' this is what they mean.

Host state rewind is the server's attempt to reconcile these potential client disagreements; the server 'remembers' where players were XYZ amount of time ago, and calculates hits based on that information and the players' ping. It's not totally perfect, but it's better than not having it.

The alternative method of calculating hitreg is just to do everything at the client level (CS:GO, CoD, etc.) Since player clients are deciding whether a hit is made, the server doesn't have to do anything other than report hits back and forth between the clients. This means that your shots will always land if you see them land, but it also means that players being shot at have less opportunity to react (i.e. you can shoot them before they see you come around the corner), and that they may take hits it doesn't appear that they should take (i.e. they duck behind cover, but still get hit because your client reports that you hit them where they were ~200ms ago.)

In a game like MWO where most targets don't move particularly quickly and weapons aren't hitscan, server side is probably the better way to go.

ed: something folks don't realize is that while hits are being calculated by the server, the graphical effects are all done at the client level. This is why sometimes you'll see an AC20 round or whatever hit the target and explode but not do any damage. The client doesn't check with the server to see if there was a hit before playing the animation.


1) Even MORE important than the section I highlighted ... client side hit detection is easily hacked. The client can tell the server that every shot you fire lands perfectly and that the target should be destroyed. Games that used client side hit detection are notorious for having to deal with hacks and cheats. Server side authoritative hit detection avoids a lot of this. However, server side hit detection REQUIRES HSR.

2) Unfortunately, the OP is clueless about the roles performed by HSR and the servers. Even within North America pings can easily be up over 100ms ... overseas is more. Adding servers or increasing server performance will do nothing to improve network latency which is the reason that HSR is required. HSR does best when latency does not vary ... if there are large variations in latency or more specifically packet loss then HSR can't be reliable since the client <-> server data transfer is being constantly interrupted by dropped and then resent packets.

3) HSR is way better than closed beta was without HSR. In closed beta you had to lead a target by an amount proportional to their ping plus your ping times their speed. Since you didn't know the ping values and they could vary ... then the amount you had to lead your target could vary quite a lot. I can remember circle strafing in lights and having to aim 1 1/2 to 2 mech lengths in front of my target to register a hit ... and who knows what part of the mech it would land on ... the best bet was to aim low and try to leg them.

#42 Scratx

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Posted 27 December 2014 - 08:55 PM

View PostEugenics, on 26 December 2014 - 05:12 PM, said:

Please just get rid of Host State Rewind. It will never work as good as the real thing. There will always be problems for either high or low ping users.

Just buy/lease some servers, I am sure we can find a good deal out there!

Then there will be a lot less hit registration problems and everyone will be happy!

K THX!


Bro, do you even have a clue what you're talking about? If you think HSR exists because of some notion of saving on CPU cycles on the servers, you're so horribly off base it's not even funny.

If anything, it's actually spending CPU cycles to help make player experience better.

Adding more servers might help, but there's really only so far it can go.

View PostRokuzachi, on 26 December 2014 - 05:18 PM, said:

What exactly prevents the hit reg in this game from being as good as other online shooty games similar to it? Is it just the servers/lack of or is there some shenanigans going on with the engine too?


Well, there are, IIRC, essentially 3 ways of dealing with latency-issues.

1 - Server-side authoritative, NO compensation. This means the server dictates what happens and doesn't try to figure out what the player was seeing on his screen. See Counterstrike (original) for an example of this. Or MWO before HSR was implemented. You had to lead targets to hit them, depending on speed and latency.
2 - Client-side authoritative. This means the client tells the server what the player is hitting and with what. If you have two braincells to rub together, you KNOW this is so ridiculously prone to cheating it will be used and abused by someone within 24 freaking hours if it is ever implemented. Many games use this approach, all are easy to cheat on thanks to it. Obviously, NOT AN OPTION for MWO.
3 - Server-side authoritative, with lag compensation... aka Host State Rewind. Implementation issues may make it not as reliable as it could be, but it's definitely far better than the alternatives. And, as an european, I like being able to hit what I am aiming at.

Now, all of this is separate from the question of regional servers. Regional servers may or may not be justifiable and/or viable. You need at least a certain critical mass of players to adequately enable regional servers. It is quite possible PGI doesn't feel there are quite as many players as needed to open regional servers... or doing so would expose them to unjustified expenses or legal risks. (for example, by putting servers in europe, they'd likely need to have staff in europe, abiding by european laws and likely also take heed of european union laws, like the privacy laws and others).

An european server farm would be nice but, frankly, with a fully functional HSR, 150ms is hardly an issue. I certainly don't feel hobbled by it.

#43 Ralgas

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Posted 27 December 2014 - 09:02 PM

There are a few in this thread that remember when HSR didn't exist and why it was necessary.

OP's suggestion would (for players with 120+ ping) make all projectile weapons a pita, greatly reduce the damage on the other weapons and make spray and pray the new meta of play.


Edit: Oh and if you're having issues with inconsistent hit reg, make sure you have nothing else that uses net running in the background. Ping spikes are more of the cause than ping in a hsr system

Edited by Ralgas, 27 December 2014 - 09:47 PM.


#44 Zordicron

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Posted 27 December 2014 - 09:44 PM

When you have 400 ping like me, you have to lead targets even with HSR going. And it is also great that packet loss means that lead length changes randomly.

Tonight I dropped in one CW match. I was ripping peole up with PPC fire at 1000M, mostly because the targets were moving, but at that range, the "distance" on my screen if hat makes sense was not that far, and leading them was pretty easy.

then the gate opened, and they came out to meet us. Once an enemy got within 150M, it became IMPOSSIBLE to hit them. Lasers or not, didnt matter. Because as the strafed, and i turned ETC, HSR just could not coordinate between my 400+ping and their 40 ping as I had to do so much turn/torso twisting. Seriously, it is not like it is hard to keep a bead on a stormcrow at 150M with some ML. ZERO detection.

And that is why you see threads coming up non stop on the forums about HSR. It acts different for everyone, and the server just can't reconcile it sometimes. that CW match for me, just made me say UG and i dropped in a few skirmish matches and called it a night. When enemy in brawl range are suddenly immune to return fire, it kind of ruins the game for you.

But it is what it is, I dont have an answer. Tomorrow is another day and my ISP will have a different load and MWO will have different players on. Some days are fine, others I just log off.

#45 LordKnightFandragon

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Posted 27 December 2014 - 09:58 PM

Sounds like this game needs to get servers for AU and EU so players are not having these 400+ pings trying to connect across the world....

#46 Ralgas

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Posted 27 December 2014 - 10:47 PM

View PostLordKnightFandragon, on 27 December 2014 - 09:58 PM, said:

Sounds like this game needs to get servers for AU and EU so players are not having these 400+ pings trying to connect across the world....


If the ping of both computers is stable it doesn't make a lick of difference, beyond it can take time for dmg to be applied. A low ping player gets some advantages (such as a target coming out from cover) but by the same token the high ping player gets the same advantages elsewhere (such as the same target moving back into cover).

The only time there are inconsistent hit reg issues is when the ping of one of the players jumps around, which has part components in the control of players (whats going on in the local system at the local net connection) and parts out of the players control (the target players system and net infrastructure to the server). The technical side of it is here for reference

http://mwomercs.com/...rewind-phase-1/

Edited by Ralgas, 27 December 2014 - 10:48 PM.


#47 Vassago Rain

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Posted 28 December 2014 - 12:42 AM

If you've ever played online fighting games, a large portion of the playerbase keep hyping GGPO netcode as if it's the second coming of christ, and cry huge tears when new games don't use this secret sauce.

GGPO is host-state rewind.

#48 B0oN

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Posted 28 December 2014 - 01:52 AM

118 ms average
CB ERPPC user on a Jenner, when we still had JUMPJETS ^^

And yeah ... albeit you guys trying to ad hominem me with partially good jokes (that engine sketch thingie sounded a bit like the good old english comedy time) I still have the distinct memory of being able to hit better and more consistent in ClosedBeta Pre-HSR time .
Make what you will of it, I liked it being able to hit .
And to be honest, I don´t give a rotten onion how it´s called or what it does in all it´s details, I just want for all of us to be able to hit EQUALLY GOOD, anytime, anywhere .

So my personal crusade to either improve or get rid of HSR still stands .

Edited by Rad Hanzo, 28 December 2014 - 01:53 AM.


#49 Vassago Rain

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Posted 28 December 2014 - 02:40 AM

View PostRad Hanzo, on 28 December 2014 - 01:52 AM, said:

118 ms average
CB ERPPC user on a Jenner, when we still had JUMPJETS ^^

And yeah ... albeit you guys trying to ad hominem me with partially good jokes (that engine sketch thingie sounded a bit like the good old english comedy time) I still have the distinct memory of being able to hit better and more consistent in ClosedBeta Pre-HSR time .
Make what you will of it, I liked it being able to hit .
And to be honest, I don´t give a rotten onion how it´s called or what it does in all it´s details, I just want for all of us to be able to hit EQUALLY GOOD, anytime, anywhere .

So my personal crusade to either improve or get rid of HSR still stands .


[Redacted]

I'm real happy you want to get rid of something that's factually improved the game. [Redacted]

Edited by John Wolf, 03 January 2015 - 06:38 AM.
Unconstructive


#50 meteorol

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Posted 28 December 2014 - 02:49 AM

Buying more servers won't make pings better for players in the EU and other parts of the world, unless you split the servers into US/EU/Rest of the world servers.
Given MWO huge playerbase, this would totally work. If you want to wait for 3 hours to play a single CW match.

#51 Ralgas

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Posted 28 December 2014 - 03:31 AM

View PostRad Hanzo, on 28 December 2014 - 01:52 AM, said:

118 ms average
CB ERPPC user on a Jenner, when we still had JUMPJETS ^^

And yeah ... albeit you guys trying to ad hominem me with partially good jokes (that engine sketch thingie sounded a bit like the good old english comedy time) I still have the distinct memory of being able to hit better and more consistent in ClosedBeta Pre-HSR time .
Make what you will of it, I liked it being able to hit .
And to be honest, I don´t give a rotten onion how it´s called or what it does in all it´s details, I just want for all of us to be able to hit EQUALLY GOOD, anytime, anywhere .

So my personal crusade to either improve or get rid of HSR still stands .


nice to see you're confusing average with stability and ignoring the argument (with dev explanation! ) put to you including information about what you personally can do to improve it.

Edit: oh and the fact that quite often on a high ping player you will be hitting and doing dmg but it isn't obvious with this new ui

Edited by Ralgas, 28 December 2014 - 03:41 AM.


#52 That Dawg

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Posted 28 December 2014 - 04:52 AM

View PostMawai, on 27 December 2014 - 08:50 PM, said:


1)... client side hit detection is easily hacked. Server side authoritative hit detection avoids a lot of this. However, server side hit detection REQUIRES HSR.

2) Adding servers or increasing server performance will do nothing to improve network latency which is the reason that HSR is required.

3) HSR is way better than closed beta was without HSR.



^ that

dont make me become a fanboi
there is stuff to complain about, but the OP topic isn't really one, and its not that bad.
I DID watch an ERPPC come straight at me, go right under my windshield and pass thru, no damage.
first time I experienced. last night on river city map. very odd, when i miss, its my fault, terrain hitboxes.
or my fault...

#53 StraferX

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Posted 28 December 2014 - 05:26 AM

I have been playing online games since there were online games to be played and this same exact issue has always been the issue. Honestly I am disappointed that the coding has not ever fixed this issue or that no viable solution has ever been discovered. I understand HSR and while I appreciate that it makes games playable for high pingers its really crudy for those with good pings and is truely a poor band aid for the actual problem.

I'm no network engineer but looks to me that in this day and age we should be able to figure out a way to make more regional servers that can communicate with the main frame much quicker like in real time than hundreds of individual pc tapping that same unit.

If I were the President of the US I would shut down the space program until this problem was solved once and for all and I would declare death by new rope for cheaters and hackers.

#54 Ralgas

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Posted 28 December 2014 - 05:44 AM

View PostStraferX, on 28 December 2014 - 05:26 AM, said:

I have been playing online games since there were online games to be played and this same exact issue has always been the issue. Honestly I am disappointed that the coding has not ever fixed this issue or that no viable solution has ever been discovered. I understand HSR and while I appreciate that it makes games playable for high pingers its really crudy for those with good pings and is truely a poor band aid for the actual problem.

I'm no network engineer but looks to me that in this day and age we should be able to figure out a way to make more regional servers that can communicate with the main frame much quicker like in real time than hundreds of individual pc tapping that same unit.

If I were the President of the US I would shut down the space program until this problem was solved once and for all and I would declare death by new rope for cheaters and hackers.

and how does that work when your trying to connect players in Russia, America, South Africa and Australia in the same round?

Having them connect to separate servers adds extra links and more overall lag as the servers communicate. divide by local servers and you segregate the community and add to queue times. The playerbase here seems decent these days but i doubt it could handle even continental splits without pissing somebody off majorly (especially where conquest groups are concened)

Edited by Ralgas, 28 December 2014 - 05:44 AM.


#55 StraferX

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Posted 28 December 2014 - 06:03 AM

View PostRalgas, on 28 December 2014 - 05:44 AM, said:

and how does that work when your trying to connect players in Russia, America, South Africa and Australia in the same round?

Having them connect to separate servers adds extra links and more overall lag as the servers communicate. divide by local servers and you segregate the community and add to queue times. The playerbase here seems decent these days but i doubt it could handle even continental splits without pissing somebody off majorly (especially where conquest groups are concened)


Not separate the playerbase but this would add a hop to a server on hopefully a fatter backbone that would more efficiently connect to the main group thus removing a bunch of lag hopefully. I'm no net engineer as stated but to me if you connect to a regional server at say 65 ms then that server could connect to the main server at even 150/200 ms "one connection with lots of info" vs 500 players with 400 ms ping connection across the pond. My thought process says yes one more hope but a better over all experience for all. But I'm a cabinet maker/blacksmith/hillbilly and not an network engineer and probably very wrong. Carry on I'm just frustrated with the state of modern gaming.

#56 RustyBolts

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Posted 28 December 2014 - 06:32 AM

View PostEugenics, on 26 December 2014 - 05:12 PM, said:

Please just get rid of Host State Rewind. It will never work as good as the real thing. There will always be problems for either high or low ping users.

Just buy/lease some servers, I am sure we can find a good deal out there!

Then there will be a lot less hit registration problems and everyone will be happy!

K THX!


Plus infinity on this one.

#57 That Dawg

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Posted 28 December 2014 - 07:25 AM

View PostStraferX, on 28 December 2014 - 05:26 AM, said:


If I were the President of the US I would ........



we already got one guy doing things he doesn't understand :P

#58 LORD TSARKON

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Posted 28 December 2014 - 09:31 AM

View PostThunder Child, on 27 December 2014 - 02:40 AM, said:

As a New Zealander that loves Battletech/Mechwarrior, as much as I hate wonky hitreg (firestarters), with a Ping average of 250 I need HSR to actually register hits with ballistics.

Back before HSR, I ran a Dragon with an LBX10. To hit ANYTHING moving, I had to guesstimate shots, with anywhere up to a 1 second lag time, so the LBX was one of the few weapons that I could hit with 50% of the time. Seriously, rig an egg timer to a shotgun, start spinning on the spot, and set the timer to something random. Now try to hit the watermelon at 50m, while spinning in circles. THAT was my game before HSR.

Removal of HSR would ONLY benefit these people with less than 100 Ping. It's a terrible idea, as at least HALF the player base is not in the USA.


Not technically true

Majority of the MWO players are USA.... That was proven a year ago by Forum users and how busy NA Prime time is...

I"m not saying during offpeak NA times that there are still more NA players (it seems like a legitimate EU player base happens at NA nighttime)... but no way is half of MWO player base non AMerican..

I think a EU server would be justified... although it might split the player base even more

#59 EgoSlayer

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Posted 28 December 2014 - 10:24 AM

View PostStraferX, on 28 December 2014 - 06:03 AM, said:


Not separate the playerbase but this would add a hop to a server on hopefully a fatter backbone that would more efficiently connect to the main group thus removing a bunch of lag hopefully. I'm no net engineer as stated but to me if you connect to a regional server at say 65 ms then that server could connect to the main server at even 150/200 ms "one connection with lots of info" vs 500 players with 400 ms ping connection across the pond. My thought process says yes one more hope but a better over all experience for all. But I'm a cabinet maker/blacksmith/hillbilly and not an network engineer and probably very wrong. Carry on I'm just frustrated with the state of modern gaming.


The problem isn't the server getting overloaded with too many clients that causes bad ping times. The problem is the distances involved. Even with the packets traveling at the speed of light it takes time for the packets to travel across the world and that time is measured in milliseconds. About every 186 miles of network line distance is 1 millisecond of travel time if nothing else happens. Every hop, and every server that touches that packet adds more, and since the lines are not all single shortest path to every other computer in the world, there is lots of line travel time to get anywhere.

Until someone changes the speed of light, or everyone is connected to everyone else directly with the shortest network line possible, there will always be huge variance in pings from people around the world and solutions like HSR are needed.

Edited by EgoSlayer, 28 December 2014 - 10:39 AM.


#60 Aresye

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Posted 28 December 2014 - 10:42 AM

I say get rid of HSR. I learned to lag shoot with perfection in MechWarrior 3. I can do it again.





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