Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 02:55:00 -
[1] - Quote
It's not that dedicated servers prevent a lag-switch from working.
They prevent SOME lag-switches from working.
What prevents the ones that work on other games from working on DUST is the fact that everything is tracked and verified server-side, so when you lag-switch and desync yourself from the server, it keeps telling your client where you REALLY are, and resets any movement data your client has been trying to send to the server that got held up by the lag-switch.
So while lag-switching, you freeze in place as a nice obvious easy target for everyone, and you keep getting rubber-banded back to where you were when you turned the switch on. |
Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 03:05:00 -
[2] - Quote
Kane Fyea wrote:Garrett Blacknova wrote:It's not that dedicated servers prevent a lag-switch from working.
They prevent SOME lag-switches from working.
What prevents the ones that work on other games from working on DUST is the fact that everything is tracked and verified server-side, so when you lag-switch and desync yourself from the server, it keeps telling your client where you REALLY are, and resets any movement data your client has been trying to send to the server that got held up by the lag-switch.
So while lag-switching, you freeze in place as a nice obvious easy target for everyone, and you keep getting rubber-banded back to where you were when you turned the switch on. No it appears you are standing in one place when really on your screen you'll be across the map. This is because your not uploading any packets so the server cant tell everyone else where you are. No, because while you're trying to move, the server keeps telling your client that you're still where you turned the switch on. That resets your position back to that location every time.
Also, where the server says you are is where you are for everyone to shoot you, regardless of what your client thinks.
That's what server-side MEANS. And that's why DUST isn't very friendly to lag-switches. |
Garrett Blacknova
Codex Troopers
2303
|
Posted - 2013.04.01 03:52:00 -
[3] - Quote
Altina McAlterson wrote:Kane Fyea wrote:When you lagswitch your stopping your internet from downloading and uploading packets. The packets are still there they are just not sent until you stop the lagswitch. So for example, if you start a lag switch and move across the map then start it again you'll be where you stopped it because when you disable it it sends all of these packets all at once. What I'm asking is if your client stops receiving data from the server why wouldn't you freeze in place? When I press forward does my character move and then send the new position to the server or does the console simply send the desired command and the server then moves my character forward? I was under the impression that the game itself is on the server and the PS3 just renders it? I'm sure it does a few other things, but you know what I mean. If you use a lag switch, the server stops tracking what you're doing for the duration of it.
Lag-switches that block data both ways disconnect you from the server really fast (except in a player-hosted game, in which case you have to be the host to get away with it, and sometimes even then it'll drop half your players). That means you have a VERY limited (less than a second, usually) window in which to actually do anything.
If it's one that only blocks outgoing data, the benefit is almost entirely limited to use in a game with client-side tracking. DUST doesn't give you much - if any - benefit. In a game where client-side actually handles important stuff, when you activate the switch, it stops you moving according to the server. You activate it before stepping out into the open, then you walk out in front of the enemy, and according to the server, you're still behind the wall, so they don't see you. You shoot them, and you're still behind the wall, untouchable, and because the data isn't being sent, nobody takes any damage.
Then, when the switch cuts you back in, all the data of what you did gets sent to the server, and the game tells everyone you shot them in the heads, then updates you to where your client says you were.
Because DUST handles everything server-side, this doesn't work.
Your client sends data, which is blocked by the lag-switch.
The server tells you "you're here" based on the last location it saw you, and invalidates any actions you've supposedly taken up to that point while lag-switched.
In a client-side game, you look like you're staying put for a few seconds, then all your actions happen in a rush like you have super-speed. On your screen, you walk out and murder everyone calmly and without needing to worry about them shooting back. In DUST, you look like you're staying put for a few seconds, then step out into the open and fire a few wild shots. On your screen, you step out, maybe get to line up and fire a shot, which registers as a blue shield flash, but doesn't deal any damage because the server wipes that supposed shot by saying "you're still over there" to the client, which resets you back to being behind the wall and in no position to shoot anyone, and then you try and step out again and mabe this time you don't even get a shot off before being thrown back to where the server last saw you. |