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KalOfTheRathi
Nec Tributis
1480
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Posted - 2015.04.30 01:50:00 -
[1] - Quote
Not true for 95% of my matches.
Every now and then there is a laggy match. Then the teleportation happens. The closer they are the less it is likely.
Check you internet connection, wired is better than wireless. Check router rules, firmware version and don't play when roommates are all watching three different Netflix binges.
In case your PS3 is running hot and loud, don't forget to clean the air inlet/exhaust on the PS3. In particular if it is on the floor and pets are in house. Not fish though, if you have fish scales blocking the inlet or exhaust you have bigger problems. And you should get out more.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1480
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Posted - 2015.04.30 01:57:00 -
[2] - Quote
Cross Atu wrote:Jonny D Buelle wrote:7th Son 7 wrote:Himiko Kuronaga wrote:While I support the notion of PS4 it actually wouldn't do anything to this problem at all. This is a problem with code, not performance. Correct but it appears as tho they can't get the code right on the ps3 so i'm going to pitch the ps4 Again I'm going to pitch the Xbox One. Will never happen until MS changes their server policy. Server policy is only part of the problem. $40k license to update game and all in game AUR items would have to be on the Xbox store, not actually in game. Some of the barriers have changed but MSFT is still bozo controlled for the most part.
Both next generation consoles are using tablet APUs with graphic engine reductions from the maximum available. So, a really low end (aka $400) PC. Moving to a cheap PC will not help. Even a full blown PC will not address the CCP server and network architecture. Which were designed to solve a point and click adventure in Spaaace.
Dust ain't EVE. Thank the gods.
Also responded to OP. I rarely see that behavior. I am in the USA and run in the American or EU servers. The described problem only happens when the entire match is laggy. A rare condition. Although the very reason I don't play PC.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1482
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Posted - 2015.04.30 04:12:00 -
[3] - Quote
Himiko Kuronaga wrote:Soldner VonKuechle wrote: Could there be a relation between our teleport issues and TQs calculator sequence/per second we all lovingly refer to as 'ticks'?
I know im asking alot of questions but you seem to know what youre talking about and knowledge is my own personal jesus/crack.
The tick indeed functions in a similar manner. Dust simply happens to tick faster, and it seems as though the "tick rate" may be based on immediate proximity. Okay, you both should hunt down John Carmack's thread regarding fixing the netcode in Quake. It is the basis for most FPS netcode models ever since. Although, maybe not in Dust. Try http://fabiensanglard.net/ he has some code reviews of Doom and such as well as a copy of JC email thread that describes what he was trying to accomplish. If you want to learn that is a great place to start.
Look at the concepts John addressed and how he solved them. After that you must, must, must realize the CCP server architecture and network architecture (h/w & s/w) was never designed to handle a modern FPS. Check the latency numbers for EVE. Horrible numbers for an FPS. EVE actually does the worst code ever for handling the load in EVE Online. Instead of common solutions prevalent throughout the server business (and game business) they run a module that slows time for the users down to 10% effective. A single click in a large space battle can take seconds to respond to. Because the server is fighting the entire battle, EVE players only select a target, choose their weapons and activate/deactivate modules. They are doing none of the fighting on their PC. While it is obviously a valid solution as they have been doing this for over a decade, it struggles to support heavy loads and FPS activity.
Indeed the beginning EVE server code was all Ruby. While fine for light weight web code and untrained coders it is lethal to base a growing business on. Sure, use it to knock out the design, server protocols (maybe), see what works and what doesn't in the UI. Do some basic A/B testing and such. But Ruby was at the heart of all of EVE server code until Dust514 came to TQ.
Back to Dust514 and your questions. First there are two possible answers for any FPS and how to structure the network. One is client PTP connections. Each client talks to each other client, the server is only their to negotiate beginning matches. Second option is the server is involved in some fashion. Each new client is a factorial addition to the network load. Tough to make it work.
Typical the decision line is like this: client does 100% of local animation to server does 100% of damage and position determination.
The normal solution is to slide the actual divider between the two ends during testing. Dust seems to choose having the client do the animation with some predictive work for objects that are not their own player while their server is the final arbiter of who got shot by who and, sort of, when. Bad news, if the server says so - you're dead. Nothing being displayed on the client will change that math.
Now, the only reason I jumped in here is you were getting distracted with TQ's tick, refresh rates and other SINGLE PLAYER FPS issues. Those get tossed out the window when you play Online, much less online with 31 others. Yes, in single player mode faster refresh rates enable smooth game play. In online FPS with fast connections (latency < 40ms) a faster refresh can allow smoother 'feeling' controls. BUT! Faster refresh at the client means more packets, more network traffic, more creation of and parsing of packets and more results from the server to mesh into your client's world view as well as more input pulses that must be handled or dropped. And yeah, BTW, network packets get dropped. Everything is a guess at best. Also high refresh rates are PC solutions, not old console solutions. Indeed, some of the reviews for this generation consoles say they are still at 30FPS with an occasional game (not necessarily even co-op) hitting 60FPS (area of). Nothing runs faster in console space.
Here in Dust514 the server rules (I believe so, at any rate). Each client says where their player is, what he/she has done, bullets fired, target lock ad nauseum and(!!) so does the other guy(s). So the server resolves who got shot, by whom, how badly and oh yeah why don't you show some bullet traces even if it looks like they went through the wall. Note, the bullet didn't go through the wall, you got shot while you were in the clear and the server resolved you getting hit. Then your client has to figure out someway to show you actually getting shot and bang you're dead.
Without John Carmack's initial foray into network code we would be having really smoking each other in 4v4.
Read the thread, with luck your will learn a little bit and you can appreciate the effort it takes to solve these problems. Then remember his effort was for online play when the fast connection was a dial up.
Dust514 is working, it has a small team supporting it, it is profitable and we just got an update. Quite frankly three of those are near miracles in my view.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1491
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Posted - 2015.04.30 21:45:00 -
[4] - Quote
Scheneighnay McBob wrote: You cute little troll, you.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1492
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Posted - 2015.04.30 21:56:00 -
[5] - Quote
Himiko Kuronaga wrote:Sequal's Back wrote:Unfortunately the core of the game was coded on a rush, and it doesn't help Dust at all. Rattati and his dev team can try fixing small things here and there, do some tweaks, but it wont change the core of the game.
The servers are also not made for a FPS as Kal said, which creates huge differences between what the client sees (you) and what the server registers. It would need a real investment in time and money for the devs to fix all this. IMO it's worth it, but a bit late now.. That part is not entirely correct from what I understand. Dust does not run off of TQ. it runs off of regionally placed servers which simply happen to be linked up to TQ, and trade information with it. It runs on the same server, same hardware, similar software, exact same network infrastructure and odds are very, very high the same exact network code.
This is an old game on an old console. It is F2P, enjoy it for what it is. Hand coding everything on the Cell Broadband Processor will accomplish nothing for the actual problems described in this thread.
Remember the history: Dust514 on CCP's own game engine, converted to Unreal Engine 3, over a year of alpha beta, released a different game for Uprising 1.0. The increase in graphic quality actually cost the game the biggest hit on performance. Yes, I run low detail and low textures, it helps. The input code is suspect, always has been and is either a third party library of box-stock UE3 which was nothing to shout about in the first place. Part of the original idea had to be buy UE3 for $50k (cheap!) and then upgrade to UE4 when released. Which was late and Epic never delivered it for the PS3. So - you're screwed and stuck on your modified UE3.
CCP Rattatti and crew are working at making it better. The problems are legion (oh god, I have been waiting forever to use that line) but they are few. They focus their efforts where they are best used. Better rewards, fun toys, new features, skins (ooh too pricey) and slow but steady progress. Putting effort into changing the network code - well, frankly if I was in command I wouldn't do it, even if I could get it past CCP upper level management. There are too many other things to do that are much more important.
And so it goes.
Good Luck out there.
My favorite tank is a Lightning. Just sayin.
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