On lag, desync and rubberbanding.

I don't know if it's just me, but this problem has progressively gotten worse the more I have played the past few weeks. I am a returning player from OB and appalled to see it is still such a huge problem with this game. There's times where I refuse to even play because it's acting up so bad and I know death by desync is inevitable.
 Desync and rubberbanding is still as bad as it was in OB times for most. I haven't seen any improvement at my location in SW Florida to the Dallas PoE servers even with my ping times consistently in the 42 ms to 55 ms range. Anyone over 100 ms pings must really suffer PoE lag and desync. So you are not alone and coming back now after having quit in OB will not get you a better PoE playing experience. The devs can't code their way out of this mess. The standard response (if they even give one anymore) is that we have new ideas on reducing desync or we are experimenting with new ways to cope with this problem but to date I haven't noticed less desync (except Kole does seam to desync less for me, go figure). I believe that the post from a GGG dev last year trying to explain that some problems are like crossing a ditch and others (such as desync) are like crossing an ocean and thus take much longer to cross (reach the goal of less desync). My take on this is that desync is a Pacific Ocean to cross and part way along this journey to reduce desync the PoE ship's sails broke and they don't have any spares to use and are now at the mercy of the ocean currents and the ship will never get to the other side (significantly less desync). The PoE custom game engine can't be fixed (please prove me wrong GGG).
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
i still hope they get a new gfx guy (dont know if they already have a new one?) and get a new engine like frostbite to work with, keep the old game running, try to copy as much as possible and rewrite the rest, hell, even rewrite the whole game if needed.

SURE it will cost quite something, but it should be worth the effort since the game will be much better and will grow just more without many desync flaws. believe it or not, im sure that the playerbase would more than double if the game would run like d3.

you need to take risks in order to make huge profit, way larger playerbase = more donations.



edit: also having a happier playerbase will end up in more donation aswell, i saw a lot of guys posting that they'll spend much money if GGG will go down this path. sure, playerbase would suffer if there's no updates coming for months, but IT WILL be worth the time waiting for it.
Последняя редакция: Therealshotzz#7199. Время: 3 дек. 2014 г., 14:18:45
Nothing to do with the engine,net code or anything else other than physics...you'll get desync the same on every engine out there and no matter the net code given the parameters the game adheres to.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
well another thing is, i dont understand why the serverside is more strict in movement than the client is. why dont make it the same parameters? on clientside you can go through certain monsters and on the server you cant, this is most likely the biggest reason of desync.
"
lagwin1980 написал:
Nothing to do with the engine,net code or anything else other than physics...you'll get desync the same on every engine out there and no matter the net code given the parameters the game adheres to.


This is just blatantly false, even GGG disagrees.

Some desync, given a prediction-based model, is unavoidable.

This amount of desync most certainly is not. Even GGG's own manifesto notes that there is room for improvement in the current situation.

"
Chris написал:
small amounts of desync will occur naturally. There is no way around this, due to the speed of light. An ideal solution from Grinding Gear Games would be to very rapidly detect and correct those sync problems, putting things back where they should be. We have not yet delivered this solution to our satisfaction.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
Последняя редакция: Gobla#3221. Время: 3 дек. 2014 г., 14:24:25
Note: You don't really notice how bad desync is in PoE until you use an auto-macro hotkey utility where it can send commands at a specific interval. Sending the resync command every few seconds causes a very annoying shift in player and/or mob positions and really shows just how bad desync is. Don't ever do this (I did it as a test only and it was awful) as it's against GGG's game policies and your account could be banned. Best to assign the /oob to a function key with Hotkey and then only press it when you really need to immediately resync.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Therealshotzz написал:
well another thing is, i dont understand why the serverside is more strict in movement than the client is. why dont make it the same parameters? on clientside you can go through certain monsters and on the server you cant, this is most likely the biggest reason of desync.


They are the same parameters, the problem is that even with low latency some data doesn't reach he client in time or at all, you also have differences in processing the data between the servers and what ever anyone rig may be...chick some high latency in the mix and it just gets even worse.

They could trust the client but that means that those limited hacks people moan about already wouldn't be limited to just a few things but much much more the more the client is trusted so they don't trust the client any more than they can.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
"
Gobla написал:
"
lagwin1980 написал:
Nothing to do with the engine,net code or anything else other than physics...you'll get desync the same on every engine out there and no matter the net code given the parameters the game adheres to.


This is just blatantly false, even GGG disagrees.

Some desync, given a prediction-based model, is unavoidable.

This amount of desync most certainly is not. Even GGG's own manifesto notes that there is room for improvement in the current situation.

"
Chris написал:
small amounts of desync will occur naturally. There is no way around this, due to the speed of light. An ideal solution from Grinding Gear Games would be to very rapidly detect and correct those sync problems, putting things back where they should be. We have not yet delivered this solution to our satisfaction.


Sorry but not one single thing i have said is false, what GGG are saying there is that desync happens(ohh look i said desync happens)
Their proposed fix there is to rubber band you more(which has previously caused a cluster fuck or QQ desync is out of control posts back when they added resync to you getting stunned)

You'll note they only say that you'll be rubber banded more, not that desync is lessened in any way.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Последняя редакция: lagwin1980#2224. Время: 3 дек. 2014 г., 14:30:30
"
lagwin1980 написал:
"
Gobla написал:
"
lagwin1980 написал:
Nothing to do with the engine,net code or anything else other than physics...you'll get desync the same on every engine out there and no matter the net code given the parameters the game adheres to.


This is just blatantly false, even GGG disagrees.

Some desync, given a prediction-based model, is unavoidable.

This amount of desync most certainly is not. Even GGG's own manifesto notes that there is room for improvement in the current situation.

"
Chris написал:
small amounts of desync will occur naturally. There is no way around this, due to the speed of light. An ideal solution from Grinding Gear Games would be to very rapidly detect and correct those sync problems, putting things back where they should be. We have not yet delivered this solution to our satisfaction.


Sorry but not one single thing i have said is false, what GGG are saying there is that desync happens(ohh look i said desync happens)
Their proposed fix there is to rubber band you more(which has previously caused a cluster fuck or QQ desync is out of control posts back when they added resync to you getting stunned)


You said that regardless of engine or netcode you'll get the same desync.

This is not true. This is false.

You do not get the same desync regardless of engine or netcode.

With a good engine and good netcode you'll get very little desync to the point it's barely noticeable.

With a bad engine and bad netcode you'll get a lot of desync to the point it's a constant factor in gameplay.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780

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