

Let's Talk About Ping. At What Point Do You Start Actually Noticing A Difference To Your Gameplay?
#61
Posted 13 March 2015 - 04:40 AM
#62
Posted 13 March 2015 - 04:43 AM
Jon Cunningham, on 12 March 2015 - 03:22 PM, said:
1-50 ms
50-90 ms
90-140 ms
140-180ms
180-220ms
220-260ms
260-300ms
300-350ms
350-400ms
400+ ms
I have a lot of data from internal tests but I am looking for your experiences. Of course remember that jitter and packet loss fps and many other factors also impact gameplay; I'm just looking for what your subjective experiences are at each range of those pings.
I am in the 220-260ms range.
Usually a stable 230-239ms nowadays. (Little network jitter or packet loss)
I primarily use Lasers and ballistics.
With the current ballistics HSR I would say generally thing work ok 80-90% of the time.
There is a condition.
Distance of mechs to me.
Eg. Gauss at distance (say >150Meters) can work well even for small light mechs.
A visual hit is usually a good hit.
However at point blanks against moving targets. (Especially fast ones.)
You will start to experience the ballistics passing through targets issue like as if there is no HSR.
I tend to believe that HSR has problem making the correction calculation because there is sort minimum bullet travel time required. 50-100ms ? Who knows.
Now Lasers HSR.
Bad at high ping... Too many videos I have showing the problem.
Basically lasers hsr does not work well for high ping.
In order to hit moving targets you have to lead because what you visually see is to in the past to server.
This stops players from being able to target components with precision.
Lots of damage lost because every though see yourself hitting mechs. The server probably sees missing shooting behind the target.
I understand from Karl that you guys are planning update Lasers HSR to use timestamping rollbacks like ballistics and missiles HSR. Hope it works out to solve this problem.
Edited by ShinVector, 13 March 2015 - 04:47 AM.
#63
Posted 13 March 2015 - 04:45 AM
#64
Posted 13 March 2015 - 04:46 AM
#65
Posted 13 March 2015 - 04:49 AM
I do notice Prime Time in the US makes the biggest difference to the HSR/lag experience, sometimes I'll just give up playing on the weekends if it's bad enough.
The only thing I can compare it to is when Diablo 3 opened its servers over here and my ping dropped from 300ish to 80-100ms made a massive difference to the game experience. Regards to MWO 2/10ths of a second is a big advantage in a multiplayer shooter but you do adapt your playstyle
#66
Posted 13 March 2015 - 04:50 AM
#67
Posted 13 March 2015 - 04:55 AM
generalazure, on 13 March 2015 - 04:50 AM, said:
Get it up to 300+ and you will see it. Then when the ping goes really stupid and decides it wants to sit at 2000.....you will begin teleporting around.....run around a corner, down some stairs, across a street, jump a fence, run 250m across a field and suddenly your back in the hangar where you started, and then your down the stairs, now your in some random doorwya along the wya....it matters, just not really at less then like 200ms. Lower pings you notice shots not registering properly, guys are not really where they appear on your screen, you see them fine, but their hit box is actually a few steps behind.
FPS seems to matter a bit more then ping though...in MWO I get great ping, usually less then 80, but FPS....15-30.....30 on a not very busy 12v12 staring at a wall...in combat, its 15-20....at which point, fighting a light, or properly tracking a target is a joke. In the TG, if I could get the game to run even near that, I would do very well lol. smooth reticule movements, my zoom doesnt zoom in and out on its own...targets move smooth..
Edited by LordKnightFandragon, 13 March 2015 - 04:57 AM.
#68
Posted 13 March 2015 - 05:02 AM
LordKnightFandragon, on 13 March 2015 - 04:55 AM, said:
Oh, I've seen things like that quite a few times... it's just that when I hit tab to check my ping, it still shows the same old 110-120ms. I don't trust that display at all by now, I think it just averages out all the spikes and fluctuations that really screw with the game.
#69
Posted 13 March 2015 - 05:03 AM
ping -l 64 -n 50 192.99.109.192
ping -l 64 -n 50 188.165.12.106
ping -l 64 -n 50 66.220.22.86
#70
Posted 13 March 2015 - 05:11 AM
It becomes an Issue above 130.
I usually run around with 115 from germany.
It becomes noticeable when I zoom in - the input lags like hell then. I have usually an input lag when I zoom and it is noticeable. I heard that is not the case below 80 ping. Higher than 130 means I mostly can't play fluent anymore due to zoom issues. Only small difference in HSR-detection there though.
#71
Posted 13 March 2015 - 05:30 AM
At 350-450 features such as zoom and third person start to lag seriously and rubber-banding becomes an issue. Occasionally at this level the heading and aim of a mech will update moving my reticle five degrees or so.
550-650 is totally unplayable.
Thanks for all your hard work.
#72
Posted 13 March 2015 - 06:08 AM
#73
Posted 13 March 2015 - 06:25 AM
#74
Posted 13 March 2015 - 06:28 AM
ping -l 64 -t 192.99.109.192
#75
Posted 13 March 2015 - 07:40 AM
#76
Posted 13 March 2015 - 09:44 AM
#77
Posted 13 March 2015 - 02:38 PM
N0MAD, on 12 March 2015 - 04:11 PM, said:
Could you send me a traceroute to mwomercs.com ?
#78
Posted 13 March 2015 - 03:19 PM
Jon Cunningham, on 13 March 2015 - 02:38 PM, said:
Could you send me a traceroute to mwomercs.com ?
question...
when running a tracert, how do you get to save the results, or even see the entire result? Whenever I run it, the very instance it finished, the command window closes......
#79
Posted 13 March 2015 - 04:15 PM
This writes the output directly under C in a textfile.
#80
Posted 13 March 2015 - 04:54 PM
Ever since that DOS router attack the other week, my packet pathing gets eaten in the mid US, resulting in ping fluctuation from 250-1800 every few seconds.
when a direwolf warps over 100m to right in front of you and limbs are already falling off, its unplayable.
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