Fix The Lag Shots With High Ping Players
#1
Posted 20 February 2014 - 11:52 AM
#2
Posted 20 February 2014 - 05:07 PM
MavRCK, on 20 February 2014 - 11:52 AM, said:
Ok..... When you worded it this way. I agree. PGI should fix hit detection/HSR.
Some people in the past like stating that high ping has an advantage over low ping.. Which is total bull-poo..
I have videos here and there showing me getting kill by shots that hasn't reached my mech based on my prospective, now that's bull-poo
Anyway... Let's see if they are going to bring in server authoritative hit effects. That might help me focus my lasers better.
#3
Posted 20 February 2014 - 07:54 PM
The real problem becomes lag escalation. It's happened on just about every competitive game with shoddy lag compensation published in the last five years. People keep throttling their bandwidth and using other tricks to simulate poor internet connections until the game is all but broken for everyone. The publisher, who is usually out of the loop, may keep trying to "tune" their algorithm, but this is in vain because these tweaks trigger wave after wave of increasingly aggressive tactics from the playerbase.
Presently (i.e.: tonight, last night, and over the last three to five weeks), without any form of latency inflation, I've had shots hit me more than two or three seconds after the last player fired. That's enough time to walk around the side of a building before you [randomly] explode. Same goes with airstrikes...sometimes they land before the smoke appears, and sometimes they land after the smoke is almost gone. When things are this bad, you either have to change your internet connectivity strategy or stop playing altogether.
Edited by FuzzyLog1c, 20 February 2014 - 08:05 PM.
#4
Posted 20 February 2014 - 08:19 PM
#5
Posted 20 February 2014 - 08:26 PM
FuzzyLog1c, on 20 February 2014 - 07:54 PM, said:
The real problem becomes lag escalation. It's happened on just about every competitive game with shoddy lag compensation published in the last five years. People keep throttling their bandwidth and using other tricks to simulate poor internet connections until the game is all but broken for everyone. The publisher, who is usually out of the loop, may keep trying to "tune" their algorithm, but this is in vain because these tweaks trigger wave after wave of increasingly aggressive tactics from the playerbase.
Presently (i.e.: tonight, last night, and over the last three to five weeks), without any form of latency inflation, I've had shots hit me more than two or three seconds after the last player fired. That's enough time to walk around the side of a building before you [randomly] explode. Same goes with airstrikes...sometimes they land before the smoke appears, and sometimes they land after the smoke is almost gone. When things are this bad, you either have to change your internet connectivity strategy or stop playing altogether.
Well then I'm a moron, and proud of it. I also have a 100 Mbps cable internet service and i play late at night.
My game experience is great and I never see the lag shots you do. I have played in prime time and seen lag shot but I wouldn't say they were common and I have no idea when they are done on purpose but I know some people will do it.
#6
Posted 20 February 2014 - 09:08 PM
#7
Posted 24 February 2014 - 12:19 PM
MavRCK, on 20 February 2014 - 11:52 AM, said:
afaik, the maximum ping we support through HSR is somewhere near 500ms, which would mean that if you have a good ping of say 20ms, the maximum time it would take for you to see yourself getting hit from a high ping player is 500ms + server frame time (lets say a very very very conservative guess of worst case scenario 100ms?), + your 20ms of ping + your frame time (lets say you are getting 60fps+, so 16ms~) + maybe another 10-30ms for your LCD delay depending on model
So in the worst case scenario, that's still not near "seconds later" as you describe, so I am trying to think what else could explain your experience.. HmmMmmm... lets continue the analysis, assuming that it's a perception thing, and that half a second "feels" like "several," that really isn't that raw a deal for you since the high ping player would have the same symmetric experience...
On the other hand perhaps there is some other bug that is not related to player latency but instead some other strange situation that could cause damage to appear as if it's delayed.. so maybe if you have some more info on the type of situation your experience occurs in. Perhaps its related to the type of weapon? Maybe invisible LRMs are flying at you? Maybe there's something funny with HSR and airstrikes/artillery? (I'm not saying there is, just trying to brainstorm out loud)
Is it possible your own ping has momentary spikes? If your ping spikes to 2000ms for a moment now and then it may explain your situation. The ingame ping is 'smoothed out' over many many seconds, so ping spikes wouldn't show up there unfortunately.
I would say the best way to 'solve' the experience with high ping players is to provide regional based servers since then the matchmaker could put players together in games where each player's ping to the server could be as low as possible. I have no knowledge of what the plans (if any?) or priority for that is. I am personally always a proponent of better tech and deployment, but that's not my role here... though that doesn't stop me from bugging the people who's job it indeed is but that doesn't mean there isn't some more priority feature such as say CW or weight matching, or what have you!
#8
Posted 24 February 2014 - 12:25 PM
Albert Meyburgh, on 24 February 2014 - 12:19 PM, said:
I would say the best way to 'solve' the experience with high ping players is to provide regional based servers since then the matchmaker could put players together in games where each player's ping to the server could be as low as possible. I have no knowledge of what the plans (if any?) or priority for that is. I am personally always a proponent of better tech and deployment, but that's not my role here... though that doesn't stop me from bugging the people who's job it indeed is but that doesn't mean there isn't some more priority feature such as say CW or weight matching, or what have you!
That was the plan before HSR was introduced and network code was rewritten, with those updates it went from "unplayable, 100m leads" to "working more or less with annoyances(see this thread)". I guess it became a low priority with that, and regional servers were forgotten about completely.
#9
Posted 24 February 2014 - 12:37 PM
#10
Posted 24 February 2014 - 01:01 PM
Albert Meyburgh, on 24 February 2014 - 12:19 PM, said:
afaik, the maximum ping we support through HSR is somewhere near 500ms, which would mean that if you have a good ping of say 20ms, the maximum time it would take for you to see yourself getting hit from a high ping player is 500ms + server frame time (lets say a very very very conservative guess of worst case scenario 100ms?), + your 20ms of ping + your frame time (lets say you are getting 60fps+, so 16ms~) + maybe another 10-30ms for your LCD delay depending on model
So in the worst case scenario, that's still not near "seconds later" as you describe, so I am trying to think what else could explain your experience.. HmmMmmm... lets continue the analysis, assuming that it's a perception thing, and that half a second "feels" like "several," that really isn't that raw a deal for you since the high ping player would have the same symmetric experience...
On the other hand perhaps there is some other bug that is not related to player latency but instead some other strange situation that could cause damage to appear as if it's delayed.. so maybe if you have some more info on the type of situation your experience occurs in. Perhaps its related to the type of weapon? Maybe invisible LRMs are flying at you? Maybe there's something funny with HSR and airstrikes/artillery? (I'm not saying there is, just trying to brainstorm out loud)
Is it possible your own ping has momentary spikes? If your ping spikes to 2000ms for a moment now and then it may explain your situation. The ingame ping is 'smoothed out' over many many seconds, so ping spikes wouldn't show up there unfortunately.
I would say the best way to 'solve' the experience with high ping players is to provide regional based servers since then the matchmaker could put players together in games where each player's ping to the server could be as low as possible. I have no knowledge of what the plans (if any?) or priority for that is. I am personally always a proponent of better tech and deployment, but that's not my role here... though that doesn't stop me from bugging the people who's job it indeed is but that doesn't mean there isn't some more priority feature such as say CW or weight matching, or what have you!
Thanks for the answer!
There's definitely a trend... and it's hard to say it's subjective vs objective.. i'll try streaming again and keep a recording if it occurs and send it to you guys..
This weekend, before the servers got a reset / crash? I was noticing this and it was that other random players were mentioning it that lead me to post.. it's very frustrating.. I can barely respond to jump snipers and shoot up a hill... (i swear I'm an above average shot! ) but reverse the situation with my low vs high ping scenario and I take a ton of dmg after I land.
I know other people post that it doesn't exist, but i think I'm on to something with the number of hours that I've spent playing this game.. and I have been noticing this for over a year.. truthfully, when I see the pings very high and i'm the lone low ping person, I used to run Neverwinter nights torrent downloader in the hopes to to raise my ping to 50-60 ms which I felt stabilized my gameplay. Now, with my new connection this year, nothing I run (multiple twitch streams, my own stream, torrents, etc) seems to dent my ping...
Essentially, I modify my playing style (when I feel like it) and hope I'm with NA players.
Thanks again!
#11
Posted 24 February 2014 - 01:16 PM
Edited by Modo44, 24 February 2014 - 01:16 PM.
#12
Posted 24 February 2014 - 04:50 PM
Part of the issue is that the visual effects for your shots (especially ballistics and to a lesser extent lasers) happens in your client (in my case, in Japan), but the hit registration and damage application happens in Toronto, and then the visual effects and damage indicators happen where ever your target's computer happens to be, and in the reticule flash, paper doll update, and damage effects happen in your client. Each step in that chain takes a little bit of time.
While a fraction of a second here and there doesn't seem like that big of a deal in an assault slugfest, it can (and often does) mean getting cored out after you're already behind cover, particularly in a light.
It works (and doesn't work) both ways ... it's not perfect, but it's pretty good, considering we're playing with and against people all over the world. Given the choice between what we have now (where I can play with who I want, whether it's PUGs in Australia during the week or my team in North America on the weekend), and regional servers (where I might have to choose one or the other), I'm happy with what we have.
#13
Posted 24 February 2014 - 05:16 PM
#14
Posted 25 February 2014 - 04:19 AM
But...if I have three windows open as well as Outlook and Photoshop, all of a sudden...it stops.
No idea why that is, but there you have it. Maybe it's a DX9 thing that'll go away with DX11?
#15
Posted 25 February 2014 - 09:07 AM
Albert Meyburgh, on 24 February 2014 - 12:19 PM, said:
afaik, the maximum ping we support through HSR is somewhere near 500ms, which would mean that if you have a good ping of say 20ms, the maximum time it would take for you to see yourself getting hit from a high ping player is 500ms + server frame time (lets say a very very very conservative guess of worst case scenario 100ms?), + your 20ms of ping + your frame time (lets say you are getting 60fps+, so 16ms~) + maybe another 10-30ms for your LCD delay depending on model
Albert,
Could advise whether there is any plan to allow MWO to use gaming proxies like WTFast to help lower latency and reduce network jitter to the MWO game servers ?
Currently for some reason the MWO gaming client fails to work with WTFast and dump you can into the mechlab.
This is a workaround to improving the latency and jitter issues for high pingers.
Based on their inbuilt stats it could help significantly lower my latency and stop a lot of jitter to the MWO servers.
Edited by ShinVector, 25 February 2014 - 09:10 AM.
#16
Posted 25 February 2014 - 09:26 AM
ShinVector, on 25 February 2014 - 09:07 AM, said:
I am not aware of any reason why we would want to prohibit using a VPN (that's what this is? I've never used it myself)
I suspect that there's probably a problem with their system if it doesn't allow you to connect to dedicated servers. The mechlab/frontend connects to our backend systems, while loading into a game is the part that connects to the dedicated servers. I _think_ they are on the same domain/IP but run on different ports though I am not familiar with the production IT configuration/deployments.
I'll ask a few people, but like I said--I doubt that we've gone out of our way to prevent people from connecting to our servers
Update: I notice we're not on this list http://www.wtfast.co...upported_games/ which leads me to think that perhaps their system requires that they have to add support on their end.
#17
Posted 25 February 2014 - 09:52 AM
Am I making sense here...?
Edited by Tesunie, 25 February 2014 - 09:53 AM.
#18
Posted 25 February 2014 - 10:41 AM
In both cases you get the information after what feels like seconds, but you wont get disconnected for a single lost packet.
So maybe there have been changes in networks between you and PGI's servers, maybe a link is almost at capacity but the owner is to cheap to upgrade, damaged sea cables at reduced capacity, could really be anything.
In short: I don't want to dismiss your argument, but present a different possible scenario.
#19
Posted 25 February 2014 - 05:25 PM
Albert Meyburgh, on 25 February 2014 - 09:26 AM, said:
I am not aware of any reason why we would want to prohibit using a VPN (that's what this is? I've never used it myself)
I suspect that there's probably a problem with their system if it doesn't allow you to connect to dedicated servers. The mechlab/frontend connects to our backend systems, while loading into a game is the part that connects to the dedicated servers. I _think_ they are on the same domain/IP but run on different ports though I am not familiar with the production IT configuration/deployments.
I'll ask a few people, but like I said--I doubt that we've gone out of our way to prevent people from connecting to our servers
Update: I notice we're not on this list http://www.wtfast.co...upported_games/ which leads me to think that perhaps their system requires that they have to add support on their end.
Thanks for the reply on the policy.
Had spoken with the WTFast owner on this issue before was saying he trying fix the problem with MWO but I guess he wasn't successful.
WTFast doesn't not work like your traditional VPN. I have tried typical VPNs and they work with MWO but little improvement.
They WTFast functions is more like a transparent gaming proxy which hooks on the programs that you want to specifically send to their gaming VPN network.
I am not sure whether they are running a bunch of inter connected WAN optimisers/accelerators all over the world.
The gaming proxy method does make sense since games use little bandwidth compared to your normal internet usage.
Maybe I post some screenshots of how WTFast works so, for your info.
Maybe I will create a separate thread for this later.
Anyway I tried custom game configuration (gameclient + launcher) for the Neverwinter last night and it work right off the bat.
The improvement statistics says only like 2% but right off the bat, I could see significant improvement like less warping.
Now if MWO can work with it.
--
Updated:
Ok speaking with the WTFast owner on the issue with MWO. He believes WTFast has issues with hooking all the data from MWO and a fixed is being planned in a couple months.
I guess I will wait out then.
Edited by ShinVector, 25 February 2014 - 11:22 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users