Motroid, on 28 June 2015 - 08:34 AM, said:
After reading the thread I can't help getting the impression that finally some kind of breakthrough in netcoding has been achieved allowing to include "bone rewind" into HSR all of a sudden. Along with some other minor improvements.
A breakthrough in the HSR algorithm efficiency, not in netcode.
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While I really appreciate Neemas feedback on this I don't buy it. He wrote in his first post that they were well aware of "bone rewind" being important to HSR and netperformance but it was somewhat too expensive to realize at the time. Read: too much traffic for the server to handle. Now after optimizing the netcode it's no problem at all.
No, not too much traffic.
Too computationally expensive. HSR doesn't severely impact network traffic, it's very computationally expensive however. The server "simply" has to remember *everything* that's happened in the last 400ms, then every time someone fires, it has to calculate their relative ping, figure out where that particular mech was that long ago (this is server side), and check to see if it was a hit, and where, and for how long/how much damage.
They could just ask the client, but then we'd have those awesome hacks where people headshot you from across the map - a non-starter. So, the server is basically mathematically rewinding game play a variable amount of time for each player on the map every time he fires. In a brawl, that's happening simultaneously, in real time, for 24 players.
That's very expensive in terms of processing power and memory usage.
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Now I think this was a bussiness driven decision in order to keep the costs down for PGI. Not because the code "was not ready yet". Some time ago they also increased the intervalls at which the server collects input data from the clients in order to accomodate more users without the need to upgrade the server. (read: invest more money) Netperformance went down the drain with this change. You clearly can't find infos on that so easily. Go figure.
In a sense this was a business decision. I suppose they could have upgraded server processing power to provide more headroom to do this, and that would have cost a fair bit - and a fair bit as an ongoing cost. That's a much more difficult decision to make, though.
This isn't a cunning, evil plan to screw people, or to sacrifice gameplay for Teh Almighty Dollah.
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Now with the steam release ahead and regional servers incoming the finally MUST invest some real bucks and suddenly "bone rewind" makes it way to HSR. Just right in time...
Regional servers, if anything, make this
less necessary, not more. It'll cut ping times dramatically for many people, making HSR less important.
Steam isn't "right around the corner" either - it's still being talked about, but it's not that soon, so this isn't "just in time" for a Steam launch.
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Neema, nothing personal here, I really appreciate the work and effort you put in the game and that you reply to us in a very professional manner even on small issues but I don't fall for this "finally we were able to optimize the HSR to include bone rewind" when instead according to my perception it all boils down to money. It's bussiness as usual after all.
According to your paranoid musings, at least.
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And most important these horrible circumstances are about to change and MW:O is finally released in EU as well. Maybe after 19k drops I will finally get to experience a game thats outcome is decided by the players and not some wonky hitreg/lag, ping spikes/jitter and latency variances between 30ms - 300ms.
If you have ping spikes and jitter, these changes won't really help you very much, and that's a problem that isn't PGI's fault.
EU servers will probably help a lot for you, though.