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GLOBAL RAGE
Consolidated Dust
29
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Posted - 2014.03.12 21:13:00 -
[91] - Quote
Malkai Inos wrote:GLOBAL RAGE wrote:Malkai Inos wrote:I don't want to put words in your mouth. Could you briefly elaborate on what you mean by wysiwyg in this context (i know what the acronym means, just not in this context)?
the server records your movement, so if a player with high latency pulls the trigger the server can rewind time and tries to make sence of what that player attempted to hit. if you are the other guy it looks like they have bad aim and are shooting behind you as you run past. the reality is that they are shooting at where they see you, so the term wysiwyg. the server rewinds you and account for latency and bam your dead. i am not privy to all the schemes CCP is or could be using to try to make this global shooter to work, but they can't speed up an electron and distance is not FPS friendly. It reasonable to assume some form of lag compensation is happening. Pretty much standard in FPS these days. I doubt however that it's willing to rewind upwards of 100ms or so due to entropy alone. You can only shift time around so much before it causes constant and massive desync for everyone involved. Funny things like dying from a hitscan bullet who's shooter died half a second ago would be possible. I've had this happen in crappier games, not in dust.
well during some of the warping events i got rewound more than 50 meters and as a heavy that involves a sundial.. and to make clear the warping is not what i was alluding to but a point of ironic humor.
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Gelhad Thremyr
Quebec United
120
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Posted - 2014.03.12 21:14:00 -
[92] - Quote
GLOBAL RAGE wrote:Hecarim Van Hohen wrote:Vman Q wrote:Hecarim Van Hohen wrote:Lag switching in Dust is like lag switching in EVE online l'op what happens when you lag switch in EVE? User suffers from lag while everyone else carries on with their life's like nothing happened Actually EVE is a true TCP/IP game, and DUST utilizes UDP over TCP/IP so there is a big difference in how time stamps are handled in FPS. I do not think that a simple orange/white orange switch is being used-I think they are using PC's with dual NICs and running a UDP flood on the transmit side. It would look like a DDOS attack- a simple syn flood. CCP your net code is too permissive in allowing people with bad ISP connections and your desire to have a global community-both are laudable and commendable, but you need to protect your baby (DUST514) I love your game, I believe you are on the right track and I am supporting you financially-please feel free to look at my families DUST purchases. With this support in mind I must ask you to protect my investment in you and DUST 514. You need to segment your regions first and then tighten up your net code. I know some of the "amazing" players will have to fix their internet situation and not be so "amazing" and the true hack/laggers will get filtered as well. I know this is a lot of work and expensive and we can manage for now, but you NEED to get it done, ready and tested before your PS4 migration. The free riders are not helping the situation and they certainly are not here to support your baby as it grows up! They are trying to suffocate it in the crib. My FPS friends, and I am 50yrs old so I have a lot, that have tried DUST will not play it because of the laggers, and when you combine the Proto/WASD stuff they wonder about your insight and ability to get this right. My FPS experience started on "broken ring" IPX networks. ;-)
From my experience working at ubisoft on networked games this guy has nailed it right there !
Quebec United CFO
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Malkai Inos
Onikanabo Brigade Caldari State
1231
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Posted - 2014.03.12 21:21:00 -
[93] - Quote
Gelhad Thremyr wrote:GLOBAL RAGE wrote:Hecarim Van Hohen wrote:Vman Q wrote:Hecarim Van Hohen wrote:Lag switching in Dust is like lag switching in EVE online l'op what happens when you lag switch in EVE? User suffers from lag while everyone else carries on with their life's like nothing happened Actually EVE is a true TCP/IP game, and DUST utilizes UDP over TCP/IP so there is a big difference in how time stamps are handled in FPS. I do not think that a simple orange/white orange switch is being used-I think they are using PC's with dual NICs and running a UDP flood on the transmit side. It would look like a DDOS attack- a simple syn flood. CCP your net code is too permissive in allowing people with bad ISP connections and your desire to have a global community-both are laudable and commendable, but you need to protect your baby (DUST514) I love your game, I believe you are on the right track and I am supporting you financially-please feel free to look at my families DUST purchases. With this support in mind I must ask you to protect my investment in you and DUST 514. You need to segment your regions first and then tighten up your net code. I know some of the "amazing" players will have to fix their internet situation and not be so "amazing" and the true hack/laggers will get filtered as well. I know this is a lot of work and expensive and we can manage for now, but you NEED to get it done, ready and tested before your PS4 migration. The free riders are not helping the situation and they certainly are not here to support your baby as it grows up! They are trying to suffocate it in the crib. My FPS friends, and I am 50yrs old so I have a lot, that have tried DUST will not play it because of the laggers, and when you combine the Proto/WASD stuff they wonder about your insight and ability to get this right. My FPS experience started on "broken ring" IPX networks. ;-) From my experience working at ubisoft on networked games this guy has nailed it right there ! Less ad verecundiam, more explanation on how this can be actively abused in a server side archiceture please.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Bradric Banewolf
D3ATH CARD
154
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Posted - 2014.03.12 21:24:00 -
[94] - Quote
Michael Arck wrote:How is it possible to lag switch on Dust?
I've seen it too. Been posting about it for a minute now, and i'm glad the community finally catching on. Because there is no consequence players have gotten bold with it. Every other corp doing it seems like. Then when you mail em or accuse them of obviously lag switching they try to say you're a poor player. I don't think they realize how obvious it is when they do it, and even though someone may have told them that they can pass it over as server lag, we can all tell the difference.
Like i yave always said. There are men with honor, integrity, and principles. Then there are the spineless, glory stealing, sniveling weasels out there who feed on others strengths lime parasites!
It is being done, the whole "you gotta be the host" is bs, and we have caught multiple guys redhanded and called them on it. I'm a man of my word so I won't say no names, but you know who you are. Earn your respect back by cutting that crap out.
"Anybody order chaos?"
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Malkai Inos
Onikanabo Brigade Caldari State
1231
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Posted - 2014.03.12 21:28:00 -
[95] - Quote
GLOBAL RAGE wrote:Malkai Inos wrote:GLOBAL RAGE wrote:Malkai Inos wrote:I don't want to put words in your mouth. Could you briefly elaborate on what you mean by wysiwyg in this context (i know what the acronym means, just not in this context)?
the server records your movement, so if a player with high latency pulls the trigger the server can rewind time and tries to make sence of what that player attempted to hit. if you are the other guy it looks like they have bad aim and are shooting behind you as you run past. the reality is that they are shooting at where they see you, so the term wysiwyg. the server rewinds you and account for latency and bam your dead. i am not privy to all the schemes CCP is or could be using to try to make this global shooter to work, but they can't speed up an electron and distance is not FPS friendly. It reasonable to assume some form of lag compensation is happening. Pretty much standard in FPS these days. I doubt however that it's willing to rewind upwards of 100ms or so due to entropy alone. You can only shift time around so much before it causes constant and massive desync for everyone involved. Funny things like dying from a hitscan bullet who's shooter died half a second ago would be possible. I've had this happen in crappier games, not in dust. well during some of the warping events i got rewound more than 50 meters and as a heavy that involves a sundial.. and to make clear the warping is not what i was alluding to but a point of ironic humor. I've touched on why that is happening earlier. When your transmit gets delayed too much the server assume you haven't given any input.
So while you seemingly kept moving on the client during the lag spike, on the server you where just stopping as soon as the connectioon broke. Once you get resynced it puts you back to where you actually (from the perspective of the server) are. This is a real issue and gets worse when you play on overseas battleservers but other players can not actively provoke this behavior other than by somehow forcing you into their region.
I'm focusing on methods that can be described as at least similar to what a lag switch can achieve, namely an active intervention of another player that delays you data on demand.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Bradric Banewolf
D3ATH CARD
154
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Posted - 2014.03.12 21:35:00 -
[96] - Quote
Patrick57 wrote:I don't think that people lag switch. It's too much trouble to go through for a video game IMO.
You and I think that way, but these guys have done this in multiple fps's and are already setup for this.
"Anybody order chaos?"
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IAmDuncanIdaho II
R 0 N 1 N
256
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Posted - 2014.03.12 21:36:00 -
[97] - Quote
GLOBAL RAGE wrote:
My FPS experience started on "broken ring" IPX networks. ;-)
lol - "broken ring"
I was a novell netware admin back in the day, not much good with network engineering side of things but we had to fix our thin ethernet cabling whenever the students kicked it too much under the desks...your comments bring me back.
As for lag switching and other client-server hacks, I really know nothing about it, but the way ppl can cheat sounds interesting, science behind it! |
Gelhad Thremyr
Quebec United
120
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Posted - 2014.03.12 22:17:00 -
[98] - Quote
If you capture the right thing off net card one going to net card two (ps3) decrypt packets find structure of delta optimized udp data, you can actually create or alter outgoing packets superseeding what the ps3 can send back, this could be controlled by software. Of course it helps alot to know how your own traffic is generated and optimized. So its highly unlikely to happen unless an insider does it, or somebody familiar with the network code of unreal engine 3 if they use that or any network engine. but you know, the blueray code was deemed unbreakable. The ps3 was broke up also, who knows what an intelligent felow with lots of time on their hands can achieve for personal fun. In the end software is always breakable, spoofable and inherently as secure as the people made it to be. Would you want to know more, try to get your hands on raknet lib, all these things are implemented. What is actually hard is to make sense of the information going from the server to the client because its optimized ajd make very little sense structure wise, but there is only that much same info going on while shooting and moving, two things that can be nailed down. All these info are pretty much common knowledge to game developpers.
I also second the comment on priority of packets here, its abnormal we get leveled down in ping so eastern players may play with the bigger player base, although the idea of cloud network is commendable...
Quebec United CFO
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ugg reset
Molon Labe. General Tso's Alliance
512
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Posted - 2014.03.12 22:26:00 -
[99] - Quote
what is this? tubro bogiman/wichhunt 2.0?
Thr33 is the magic number.
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Malkai Inos
Onikanabo Brigade Caldari State
1235
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Posted - 2014.03.12 22:33:00 -
[100] - Quote
Gelhad Thremyr wrote:
If you capture the right thing off net card one going to net card two (ps3) decrypt packets find structure of delta optimized udp data, you can actually create or alter outgoing packets superseeding what the ps3 can send back, this could be controlled by software. Of course it helps alot to know how your own traffic is generated and optimized. So its highly unlikely to happen unless an insider does it, or somebody familiar with the network code of unreal engine 3 if they use that or any network engine. but you know, the blueray code was deemed unbreakable. The ps3 was broke up also, who knows what an intelligent felow with lots of time on their hands can achieve for personal fun. In the end software is always breakable, spoofable and inherently as secure as the people made it to be. Would you want to know more, try to get your hands on raknet lib, all these things are implemented. What is actually hard is to make sense of the information going from the server to the client because its optimized ajd make very little sense structure wise, but there is only that much same info going on while shooting and moving, two things that can be nailed down. All these info are pretty much common knowledge to game developpers.
I also second the comment on priority of packets here, its abnormal we get leveled down in ping so eastern players may play with the bigger player base, although the idea of cloud network is commendable...
What can this possibly achieve when the client has no authority over the game state? If your input is in any way conflicting with what the server allows or predicts then you just get yourself de- and then re-syncronised and that's it.
What am I missing here?
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Gelhad Thremyr
Quebec United
120
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Posted - 2014.03.12 22:40:00 -
[101] - Quote
Malkai Inos wrote:Gelhad Thremyr wrote:
If you capture the right thing off net card one going to net card two (ps3) decrypt packets find structure of delta optimized udp data, you can actually create or alter outgoing packets superseeding what the ps3 can send back, this could be controlled by software. Of course it helps alot to know how your own traffic is generated and optimized. So its highly unlikely to happen unless an insider does it, or somebody familiar with the network code of unreal engine 3 if they use that or any network engine. but you know, the blueray code was deemed unbreakable. The ps3 was broke up also, who knows what an intelligent felow with lots of time on their hands can achieve for personal fun. In the end software is always breakable, spoofable and inherently as secure as the people made it to be. Would you want to know more, try to get your hands on raknet lib, all these things are implemented. What is actually hard is to make sense of the information going from the server to the client because its optimized ajd make very little sense structure wise, but there is only that much same info going on while shooting and moving, two things that can be nailed down. All these info are pretty much common knowledge to game developpers.
I also second the comment on priority of packets here, its abnormal we get leveled down in ping so eastern players may play with the bigger player base, although the idea of cloud network is commendable...
What can this possibly achieve when the client has no authority over the game state? If your input is in any way conflicting with what the server allows or predicts then you just get yourself de- and then re-syncronised and that's it. What am I missing here?
You are right if extra layers of protections are added server wise its futile. In reality very few server does that, you know cause the work involved doesnt warrant the benefit of doing it. In the ends its just a video game. I would be surprised the server actually record a series of frame and check if what is coming from its own client is secured, encryption of packets is the normal good to go basic protection against packet opening and peeping. Client side prediction is more popular on the other hand cause a client is not authoritative and will be overrided automaticaly by server packets.
Quebec United CFO
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Vman Q
TOP NOCH Enterprises
22
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Posted - 2014.03.12 23:13:00 -
[102] - Quote
i'm not here declaring i know what causing the lags your over analayzing this. don't think i'm some COD noob QQing because he lost a pub match and wants to blame it on something, i'm possibly just a forum alt of someone banned who's trying to figure out the lag. i know what equipment spam is and this is not frame rate lag it's massive lag i never seen before in dust. i dont remember who i am replying to but thanks all who didnt take the post wrong and provided insight |
Altina McAlterson
Pure Innocence. EoN.
921
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Posted - 2014.03.12 23:13:00 -
[103] - Quote
Stop saying "lag switch" because a "lag switch" is already a thing and it's not this. At least not what intelligent people think is going on. Somebody come up with a new term because it's actually getting kind of annoying.
Bunch of people wrote: Something about tachyon emitters.
Ok, just so I'm clear about 'packets' and inferstructire jiggers and some of the other made up words you guys are throwing around:
Actually I don't understand any of it. I mean I understand what the words mean but I'm not seeing the big picture. So can anyone break it down for me? I've been in IT for years so go ahead and use big words but I still can't understand how exactly the cheater in one location is affecting what everyone else sees on their television or monitor without having access to either the server or the other players networks?
Because, correct me if I'm wrong here, isn't most of information for gameplay coming from the server? Such as when we used to get that desync where everyone else would keep moving in one direction but you were free to move around? If you shot your gun the animation would play but the ammo count would remain the same and you never had to reload. So it seems to me without input from the server you weren't actually shooting anything but the client was just going through the animation since that's stored locally and the actual shot in generated on the server.
So can please somebody tell just how in the hell they think this is all being accomplished?
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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Malkai Inos
Onikanabo Brigade Caldari State
1236
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Posted - 2014.03.12 23:17:00 -
[104] - Quote
Gelhad Thremyr wrote:Malkai Inos wrote:Gelhad Thremyr wrote:
If you capture the right thing off net card one going to net card two (ps3) decrypt packets find structure of delta optimized udp data, you can actually create or alter outgoing packets superseeding what the ps3 can send back, this could be controlled by software. Of course it helps alot to know how your own traffic is generated and optimized. So its highly unlikely to happen unless an insider does it, or somebody familiar with the network code of unreal engine 3 if they use that or any network engine. but you know, the blueray code was deemed unbreakable. The ps3 was broke up also, who knows what an intelligent felow with lots of time on their hands can achieve for personal fun. In the end software is always breakable, spoofable and inherently as secure as the people made it to be. Would you want to know more, try to get your hands on raknet lib, all these things are implemented. What is actually hard is to make sense of the information going from the server to the client because its optimized ajd make very little sense structure wise, but there is only that much same info going on while shooting and moving, two things that can be nailed down. All these info are pretty much common knowledge to game developpers.
I also second the comment on priority of packets here, its abnormal we get leveled down in ping so eastern players may play with the bigger player base, although the idea of cloud network is commendable...
What can this possibly achieve when the client has no authority over the game state? If your input is in any way conflicting with what the server allows or predicts then you just get yourself de- and then re-syncronised and that's it. What am I missing here? You are right if extra layers of protections are added server wise its futile. In reality very few server does that, you know cause the work involved doesnt warrant the benefit of doing it. In the ends its just a video game. I would be surprised the server actually record a series of frame and check if what is coming from its own client is secured, encryption of packets is the normal good to go basic protection against packet opening and peeping. Client side prediction is more popular on the other hand cause a client is not authoritative and will be overrided automaticaly by server packets. I think you are making this a bit more comlicated than it needs to be. All the client is able to send is user input, namely button presses, z-coord. of L2/R2 and x/y-coord. of L/R. The server, at all times, knows and dictates movement speed, turn rate, and any other relevant metric of all entities.
When the server receives any valid input (buttons that actually exist/ stick coord. that are possible) it will just incorporate it into the simulation on its own terms and rules. None of this data is actually to able malicously influence the serverside simulation because there's no room for it to do so.
The worst I could imagine would be injection/OCR based aimbots that modify controller input to lock on the target. The former is usually trivial to detect/prevent once noticed and the latter...well... has anyone done this before?
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Malkai Inos
Onikanabo Brigade Caldari State
1236
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Posted - 2014.03.12 23:21:00 -
[105] - Quote
Altina McAlterson wrote:Stop saying "lag switch" because a "lag switch" is already a thing and it's not this. At least not what intelligent people think is going on. Somebody come up with a new term because it's actually getting kind of annoying.
Bunch of people wrote: Something about tachyon emitters.
Ok, just so I'm clear about 'packets' and inferstructire jiggers and some of the other made up words you guys are throwing around: Actually I don't understand any of it. I mean I understand what the words mean but I'm not seeing the big picture. So can anyone break it down for me? I've been in IT for years so go ahead and use big words but I still can't understand how exactly the cheater in one location is affecting what everyone else sees on their television or monitor without having access to either the server or the other players networks? Because, correct me if I'm wrong here, isn't most of information for gameplay coming from the server? Such as when we used to get that desync where everyone else would keep moving in one direction but you were free to move around? If you shot your gun the animation would play but the ammo count would remain the same and you never had to reload. So it seems to me without input from the server you weren't actually shooting anything but the client was just going through the animation since that's stored locally and the actual shot in generated on the server. So can please somebody tell just how in the hell they think this is all being accomplished? Correct. The client just goes ahead with the animation to provide immediate feedback but it's not able to update even the ammo count on its own until the server confirms a shot has actually been fired.
Looks like classic "don't trust the client" to me.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Zirzo Valcyn
Kameira Lodge Amarr Empire
190
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Posted - 2014.03.12 23:24:00 -
[106] - Quote
Altina McAlterson wrote:Stop saying "lag switch" because a "lag switch" is already a thing and it's not this. At least not what intelligent people think is going on. Somebody come up with a new term because it's actually getting kind of annoying.
So can please somebody tell just how in the hell they think this is all being accomplished?
i apologize that yours so wrapped up in dust and out of touch with the terminology of the rest of the fps world, next time i will take that into consideration before posting
oops forgot to swtich alts my bad
u can ban the troll out of the forums but u can't ban the forums out of the troll.
forum warrior .189
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4341
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Posted - 2014.03.12 23:28:00 -
[107] - Quote
Lag-switching in Dust? Go ahead and try it. You'll be the only one the lag affects.
I am your scan error.
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Gelhad Thremyr
Quebec United
121
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Posted - 2014.03.13 01:10:00 -
[108] - Quote
Actually for the record, client send RPC calls to the server (remote functions executions) most likely containing the command to move with a direction vector or a command which translate to shoot. The facing view is updated (mouse look) also with a rpc call. That being said there is most likely a small check to see if there is a too big jump in view and direction change so the server can check if a packet is incorrect or hacked. So with an authoritative server like dust, you have the client simulation of what is calculated remotely on the server. It is again very hard to make believe the server something else than its supposed to by hacking udp packets.
Quebec United CFO
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GLOBAL RAGE
Consolidated Dust
30
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Posted - 2014.03.13 10:23:00 -
[109] - Quote
CCP could you set the cost of missing and late packets as a hit to the offender's shields. I want a global game, and do realise the necessity for high latency clients, but the score boards are proof that it is now an unfair advantage.
I want to praise and thank you for your game and efforts
Peace/out from sunny Tampa
and yes I am a xenophobic Caldari. |
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