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R F Gyro
Clones 4u
602
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Posted - 2013.10.28 21:49:00 -
[1] - Quote
What makes you think that is a lag switch? |
R F Gyro
Clones 4u
602
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Posted - 2013.10.28 21:57:00 -
[2] - Quote
Rinzler XVII wrote:R F Gyro wrote:What makes you think that is a lag switch? In all fairness I think he believes it's a lag switch because it only started lagging when it was nearly dead Well, no way that could have been random chance then |
R F Gyro
Clones 4u
602
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Posted - 2013.10.28 22:14:00 -
[3] - Quote
KalOfTheRathi wrote:The dedicated server part assumes many things, but the CCP architecture is designed that it works well enough in many cases. You believe that CCP's game servers are designed to update their internal model to take into account late updates from one client, even when they have sent that state to other clients?
I suppose it is possible they have built it that way, but wouldn't that create a game in which the advantage goes to the player with the slowest connection?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
Clones 4u
602
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Posted - 2013.10.28 22:38:00 -
[4] - Quote
Quil Evrything wrote:R F Gyro wrote: I suppose it is possible they have built it that way, but wouldn't that create a game in which the advantage goes to the player with the slowest connection?
yes. And your point is? Consider: this game is made in iceland. Do they want to optimize for high speed, low-latency connections, or medium speed high-latency connections? I'm thinking the second one. I suspect you are trolling, but anyway....
If they wanted to optimise for high-latency connections, why would they distribute battleservers across multiple continents rather than run everything out of their existing UK data centre?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
Clones 4u
602
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Posted - 2013.10.28 22:49:00 -
[5] - Quote
Rinzler XVII wrote:Cosgar wrote:You can't lag switch on dedicated servers. Do you even know what lag-switching is? The activity that you are describing is standbying, not lag switching. Lag switching is when you create a disruption in the outbound transmission of your network packets by introducing a interruptable circuit into your transmission wires. It can most definitley work on a dedicated server, provided the server is tolerant of out of order packet transmission and has significant threshhold for packet receipt delays, both of which UDP networking can and often does support. Please do a little research on a subject before you say that something isn't possible when it actually is lol Conversely they could just be downloading files on the PS3 purposefully to create lag, it's the same principle In response to this I thought I'd do a little more research and found this...
https://battlelog.battlefield.com/bf3/forum/threadview/2832654490152078413/
Quote: Wow, do you guys even know what lag-switching is? The activity that you are describing is standbying, not lag switching. Lag switching is when you create a disruption in the outbound transmission of your network packets by introducing a interruptable circuit into your transmission wires. It can most definitley work on a dedicated server, provided the server is tolerant of out of order packet transmission and has significant threshhold for packet receipt delays, both of which UDP networking can and often does support. Please do a little research on a subject before you post how someone "doesn't know what they're talking about."
Thought it was quite amusing
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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