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Freccia di Lybra
Maphia Clan Corporation
259
|
Posted - 2014.08.17 03:35:00 -
[1] - Quote
First off what is Lag? Basically, latency. It's basically the time delay between a cause (which may be you pressing the R1 button) and the effect (Kill) .
That said, if anybody of you thinks at lag as, for example, framerate drops, you're totally wrong. That's another kind of issue.
The most famous expression of what lag is: "the guy didn't take any damage" "I was sure I hit him" etc. This happens because you, the player and the server see everything in a very different way, depending on latency: the more you're close to the server, the more your vision of the game will be the same as the one the server has.
Now, let's do a practical example:
This Image shows what happen exactly: The blue/red hitbox is what you actually see on your screen, the soldier running is where the guy is according to the server. Now, if you shoot at the hitbox (where the enemy actually is according to you) you are not hitting the enemy according to the server, hence, no damage. Those people who strafe faster than you would are not lagging at all: they're actually communicating with the server faster than you, and, through lag compensation, "speed them up" in order to "catch" the server.
Strafe: if you strafe and the enemy don't hit you, you're not some kind of demi-God.
Here's what happen instead: if your enemy communicates faster than you with the server, he will be (both for him and for the server) on the right side of the screen, while you will see another story: he still didn't move, according to you, because you just can't communicate that fast. That's probably why scouts hit detection looks bugged according to someone.
Now let's consider Dust, specifically: for what I've seen, Dust always try to bring coherence for everyone on the battlefield, but that's not always good: in high latency situations (PC, FW) you may have a lower sprint speed, feel your character turning speed slower, you may experience a good amount of latency, for example using a forge, between you releasing your R1 button and the bullet actually leaving your forge gun. And the bad news is, that's normal! Your input (R1 release) have been sent with a certain amount af delay! it also results in a mostly unplayable experience for those who have high latency (100 + ms) because of...hit detection.
That said, what do you think could be done? are people with high latency to certain battle server doomed? Please Discuss.
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Bone Scratcher
The dyst0pian Corporation
61
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Posted - 2014.08.17 04:23:00 -
[2] - Quote
Freccia di Lybra wrote:First off what is Lag? Basically, latency. It's basically the time delay between a cause (which may be you pressing the R1 button) and the effect (Kill)
Urban Dictionary wrote:not to be confused with latency (the time it takes to send a packet to and recieve a response packet from a server along a network), lag is impaired computer functionality (slow application responses or reduced/choppy framerates)
http://www.urbandictionary.com/define.php?term=lag
Not to be a smartass or anything
Proto FG/HMG Amarr Sentinel.
CCP's Problem
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Freccia di Lybra
Maphia Clan Corporation
261
|
Posted - 2014.08.17 04:27:00 -
[3] - Quote
Bone Scratcher wrote:Freccia di Lybra wrote:First off what is Lag? Basically, latency. It's basically the time delay between a cause (which may be you pressing the R1 button) and the effect (Kill) Urban Dictionary wrote:not to be confused with latency (the time it takes to send a packet to and recieve a response packet from a server along a network), lag is impaired computer functionality (slow application responses or reduced/choppy framerates) http://www.urbandictionary.com/define.php?term=lagNot to be a smartass or anything
Oh, sure, but afaik everyone say "Lag" when they should use "latency".
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Bone Scratcher
The dyst0pian Corporation
64
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Posted - 2014.08.18 04:44:00 -
[4] - Quote
Yes, they do. Really, I now just say Client-side lag and Server-side lag. Client-Side being things like FPS drops, and Server-Side being teleporting people.
Proto FG/HMG Amarr Sentinel.
Lag Compensation Explained
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castba
Merc-0107
575
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Posted - 2014.08.18 05:18:00 -
[5] - Quote
Freccia di Lybra wrote: snip
That said, what do you think could be done? are people with high latency to certain battle server doomed? Please Discuss.
Open up a server in the Oceanic region for players....
Oh, damn. |
Iron Wolf Saber
Den of Swords
16197
|
Posted - 2014.08.18 07:25:00 -
[6] - Quote
Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players.
CPM 0 Secretary, CPM 1 Elect
Omni-Soldier, Forum Warrior
\\= Advanced Minmatar Logistics =// Unlocked
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xTheSiLLyRaBBiTx
Fatal Absolution General Tso's Alliance
216
|
Posted - 2014.08.18 07:25:00 -
[7] - Quote
Freccia di Lybra wrote:First off what is Lag? Basically, latency. It's basically the time delay between a cause (which may be you pressing the R1 button) and the effect (Kill) . That said, if anybody of you thinks at lag as, for example, framerate drops, you're totally wrong. That's another kind of issue. The most famous expression of what lag is: "the guy didn't take any damage" "I was sure I hit him" etc. This happens because you, the player and the server see everything in a very different way, depending on latency: the more you're close to the server, the more your vision of the game will be the same as the one the server has. Now, let's do a practical example: This Image shows what happen exactly: The blue/red hitbox is what you actually see on your screen, the soldier running is where the guy is according to the server. Now, if you shoot at the hitbox (where the enemy actually is according to you) you are not hitting the enemy according to the server, hence, no damage. Those people who strafe faster than you are not lagging at all: they're actually communicating with the server faster than you, and, through lag compensation, your system will "speed them up" in order to "catch" the server. Strafe: if you strafe and the enemy don't hit you, you're not some kind of demi-God. Here's what happen instead: if your enemy communicates faster than you with the server, he will be (both for him and for the server) on the right side of the screen, while you will see another story: he still didn't move, according to you, because you just can't communicate that fast. That's probably why scouts hit detection looks bugged according to someone. Now let's consider Dust, specifically: for what I've seen, Dust always try to bring coherence for everyone on the battlefield, but that's not always good: in high latency situations (PC, FW) you may have a lower sprint speed, feel your character turning speed slower, you may experience a good amount of latency, for example using a forge, between you releasing your R1 button and the bullet actually leaving your forge gun. And the bad news is, that's normal! Your input (R1 release) have been sent with a certain amount af delay! it also results in a mostly unplayable experience for those who have high latency (100 + ms) because of...hit detection. Of course, this issue applies to all weapons, not only the forge gun. That said, what do you think could be done? are people with high latency to certain battle server doomed? Please Discuss. Edit: This Video and a ton of other videos of killcams in Cod, show you how bad it could be.
Crazy that this is very true but it is also the game itself. When I came back from destiny beta, there was a night/day difference between pvp action, bf4, and cod. it's just that these companies took better time to create that compensating balance in the server. Granted there were times when that "lag" problem would show up but all it takes is some TLC from CCP Devs to work on this really, really, REALLY bad server, especially when the peak active player base throughout the week is just under 2500 players.
|LOGi GOD|
Join Haus of Triage
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
440
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Posted - 2014.08.18 07:34:00 -
[8] - Quote
if u dont lag while playing dust you're automatically a ******* elite OP player kingthunderbolt prove it |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2204
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Posted - 2014.08.18 08:09:00 -
[9] - Quote
My secret name is Lord Lagsalot of "sawtheotherguyandwasbeingshotbeforetheanimationbeginsia"
Latency for me is a chronic problem. Its pretty much why I just die to scouts unless miracles happen. Hits register belatedly when the server goes "oh that's cute. The goon is trying to win a fight. No."
Fixing my lag would require moving 3000 miles southward. |
rpastry
The Rainbow Effect
187
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Posted - 2014.08.18 08:58:00 -
[10] - Quote
xTheSiLLyRaBBiTx wrote:
Crazy that this is very true but it is also the game itself. When I came back from destiny beta, there was a night/day difference between pvp action compared to DUST, same when DUST compared to bf4, and cod. it's just that these companies took better time to create that compensating balance in the server than Dust. Granted there were times when that "lag" problem would show up in destiny as well, but all it takes is some TLC from CCP Devs to work on this really, really, REALLY bad server, especially when the peak active player base throughout the week is just under 2500 players.
lag is destiny was ******* AWFUL. Im guessing all the servers were US based, but sometimes it seemed like they were on the moon.
[Removed ASCII Art - CCP Logibro]
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4704
|
Posted - 2014.08.18 09:05:00 -
[11] - Quote
Freccia di Lybra wrote:First off what is Lag? Basically, latency. It's basically the time delay between a cause (which may be you pressing the R1 button) and the effect (Kill) . That said, if anybody of you thinks at lag as, for example, framerate drops, you're totally wrong. That's another kind of issue. The most famous expression of what lag is: "the guy didn't take any damage" "I was sure I hit him" etc. This happens because you, the player and the server see everything in a very different way, depending on latency: the more you're close to the server, the more your vision of the game will be the same as the one the server has. Now, let's do a practical example: This Image shows what happen exactly: The blue/red hitbox is what you actually see on your screen, the soldier running is where the guy is according to the server. Now, if you shoot at the hitbox (where the enemy actually is according to you) you are not hitting the enemy according to the server, hence, no damage. Those people who strafe faster than you are not lagging at all: they're actually communicating with the server faster than you, and, through lag compensation, your system will "speed them up" in order to "catch" the server. Strafe: if you strafe and the enemy don't hit you, you're not some kind of demi-God. Here's what happen instead: if your enemy communicates faster than you with the server, he will be (both for him and for the server) on the right side of the screen, while you will see another story: he still didn't move, according to you, because you just can't communicate that fast. That's probably why scouts hit detection looks bugged according to someone. Now let's consider Dust, specifically: for what I've seen, Dust always try to bring coherence for everyone on the battlefield, but that's not always good: in high latency situations (PC, FW) you may have a lower sprint speed, feel your character turning speed slower, you may experience a good amount of latency, for example using a forge, between you releasing your R1 button and the bullet actually leaving your forge gun. And the bad news is, that's normal! Your input (R1 release) have been sent with a certain amount af delay! it also results in a mostly unplayable experience for those who have high latency (100 + ms) because of...hit detection. Of course, this issue applies to all weapons, not only the forge gun. That said, what do you think could be done? are people with high latency to certain battle server doomed? Please Discuss. Edit: This Video and a ton of other videos of killcams in Cod, show you how bad it could be.
People with high latency are not doomed. People without scout suits are doomed.
A scout who has mastered the art of lag-fu is nearly unstoppable. |
shaman oga
Nexus Balusa Horizon
2700
|
Posted - 2014.08.18 09:17:00 -
[12] - Quote
And this is why server should be region locked, if i want to challenge the lag, i just play FW and FW is not only lagging, FW = teleport.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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mollerz
4923
|
Posted - 2014.08.18 10:26:00 -
[13] - Quote
Lag has always been here.. but man, I feel like it got worse with Charlie.
Dingle Dust Berry.
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sabre prime
Crux Special Tasks Group Gallente Federation
366
|
Posted - 2014.08.18 11:05:00 -
[14] - Quote
Iron Wolf Saber wrote:Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players.
WTF. Isn't this the type of discussion you should be contributing constructively to, in you position as CPM1?
Desperate attempt to get BPOs
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Cat Merc
Onslaught Inc RISE of LEGION
11787
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Posted - 2014.08.18 11:37:00 -
[15] - Quote
sabre prime wrote:Iron Wolf Saber wrote:Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players. WTF. Isn't this the type of discussion you should be contributing constructively to, in you position as CPM1? Say no to humorless people.
Feline overlord of all humans - CAT MERC
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Iron Wolf Saber
Den of Swords
16198
|
Posted - 2014.08.18 14:32:00 -
[16] - Quote
sabre prime wrote:Iron Wolf Saber wrote:Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players. WTF. Isn't this the type of discussion you should be contributing constructively to, in you position as CPM1?
Despite my jest; such invention would end LAG.
You could be playing dust on pluto with this device and experience a blistering 26 ms ping.
CPM 0 Secretary, CPM 1 Elect
Omni-Soldier, Forum Warrior
\\= Advanced Minmatar Logistics =// Unlocked
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Freccia di Lybra
Maphia Clan Corporation
276
|
Posted - 2014.08.18 15:10:00 -
[17] - Quote
Iron Wolf Saber wrote:sabre prime wrote:Iron Wolf Saber wrote:Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players. WTF. Isn't this the type of discussion you should be contributing constructively to, in you position as CPM1? Despite my jest; such invention would end LAG. You could be playing dust on pluto with this device and experience a blistering 26 ms ping.
Still, there's no such thing for now. You can't do any Planetary Conquest / Factional Warfare battle that is not plagued with Lag unless you live in North America.
And you might remember this was the First Cause many EU competitive players left.
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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RayRay James
Molon Labe. General Tso's Alliance
363
|
Posted - 2014.08.18 15:23:00 -
[18] - Quote
Iron Wolf Saber wrote:Invent Helium 4 Quantum Fluid Routes and issue them out to all Eve and Dust 514 players.
Or, people could learn to configure their networks and not run on wireless internet when their WAP is 200 feet away, under the bed, covered by clothes and dust. |
RayRay James
Molon Labe. General Tso's Alliance
363
|
Posted - 2014.08.18 15:25:00 -
[19] - Quote
mollerz wrote:Lag has always been here.. but man, I feel like it got worse with Charlie.
There's been a lot of issues with the Internet in general for the past week or so. Some of the main routing tables are getting overloaded, it's what caused CCP to go dark last Tuesday morning EST. Unfortunately, it was also the same time Charlie was slated to roll out. |
Thurak1
Psygod9
933
|
Posted - 2014.08.18 15:54:00 -
[20] - Quote
Lag and latency are interchangeable terms. Latency is a time interval between the stimulation and response, or, from a more general point of view, as a time delay between the cause and the effect of some physical change in the system being observed.[1][not in citation given ([[{{{talk page}}}|See discussion.]])] Latency is physically a consequence of the limited velocity with which any physical interaction can propagate. This velocity is always lower than or equal to the speed of light. Therefore every physical system that has spatial dimensions different from zero will experience some sort of latency, regardless of the nature of stimulation that it has been exposed to.
The precise definition of latency depends on the system being observed and the nature of stimulation. In communications, the lower limit of latency is determined by the medium being used for communications. In reliable two-way communication systems, latency limits the maximum rate that information can be transmitted, as there is often a limit on the amount of information that is "in-flight" at any one moment. In the field of humanGÇômachine interaction, perceptible latency has a strong effect on user satisfaction and usability.
In online gaming, lag is a noticeable delay between the action of players and the reaction of the server. Although lag may be caused by high latency, it may also occur due to insufficient processing power in the client and/or server.
The tolerance for lag depends heavily on the type of game. For instance, a strategy game or a turn-based game with a low pace may have a high threshold or even be mostly unaffected by high delays, whereas a twitch gameplay game such as a first-person shooter with a considerably higher pace may require significantly lower delay to be able to provide satisfying gameplay. But, the specific characteristics of the game matter. For example, fast chess is a turn-based game that is fast action and may not tolerate high lag. And, some twitch games can be designed such that only events that impact the outcome of the game introduce lag, allowing for fast local response most of the time. http://en.wikipedia.org/wiki/Latency_(engineering) http://en.wikipedia.org/wiki/Lag |
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