On lag, desync and rubberbanding.

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symban написал:
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jdilly23 написал:
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Arrowneous написал:

 No game has 0 desync


I think this is important, in that no one expects zero desync.

Most of us just expect something other than the worst fucking desync around.

I play LoL and it has 0 desynch. %100 desynch free. And if you have a semi decent connection (<70ms) no lag problem either.

And this is from a game where you play with other 9 players in the same map. PoE has so many features that are put into the game without considering whether the engine can handle or not. It is practically designed in a single-player game mindset.

Remove all the clutter on the ground, widen doorways, corridors, make large obstacles more defined in terms of objectbox, increase stun treshhold and duration then tie it to certain skills/attacks instead of all hits, put a cap on speed where mobility actions can not be spammed faster than game communicates with server. And you will notice VERY considerable drop in desynch. Some people call it dumbing down the game, but to me a game where I can not apply manual actions in a reliable manner is already in its dumbest state.


I can assure you that LoL has desync, you just dont notice it.

Thats the industry standard, you know, a working product :)

Desync is a reality, PoEs desync is to regular desync what the westboro baptist church are to 'normal' christians. Sucks either way, but one is just unacceptable.
"just for try, for see and for know"
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jdilly23 написал:
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symban написал:
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jdilly23 написал:
I think this is important, in that no one expects zero desync.

Most of us just expect something other than the worst fucking desync around.

I play LoL and it has 0 desynch. %100 desynch free. And if you have a semi decent connection (<70ms) no lag problem either.

And this is from a game where you play with other 9 players in the same map. PoE has so many features that are put into the game without considering whether the engine can handle or not. It is practically designed in a single-player game mindset.

Remove all the clutter on the ground, widen doorways, corridors, make large obstacles more defined in terms of objectbox, increase stun treshhold and duration then tie it to certain skills/attacks instead of all hits, put a cap on speed where mobility actions can not be spammed faster than game communicates with server. And you will notice VERY considerable drop in desynch. Some people call it dumbing down the game, but to me a game where I can not apply manual actions in a reliable manner is already in its dumbest state.


I can assure you that LoL has desync, you just dont notice it.

Thats the industry standard, you know, a working product :)

Desync is a reality, PoEs desync is to regular desync what the westboro baptist church are to 'normal' christians. Sucks either way, but one is just unacceptable.

This is wrong, if I dont notice it, like never ever; then it means it doesn't have desynch because it means my client is always synched with server. Otherwise as a Nidalee main I assure you I would have noticed desynch as someone relying on those very narrow width spear landing, 700 range hunted leaps and reliably jumping over trees/cliffs with my pounce when kiting.

LoL has no desynch, absolutely none. Watch out some videos on internet where Faker flashes away sideway from a Sonata flashing into his range and using a very wide ulti on him. With a very VERY slight desynch, he wouldnt be able to do that. LoL ensures that as long as you dont have connection problems what you see on the screen is reliable, always.
Последняя редакция: symban#2593. Время: 3 дек. 2014 г., 18:11:01
I'm really ok nowadays with desync but this is different story Typical death in path of exile

Don't really have much to say *sighs*
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symban написал:

This is wrong, if I dont notice it, like never ever; then it means it doesn't have desynch because it means my client is always synched with server. Otherwise as a Nidalee main I assure you I would have noticed desynch as someone relying on those very narrow width spear landing, 700 range hunted leaps and reliably jumping over trees/cliffs with my pounce when kiting.

LoL has no desynch, absolutely none. Watch out some videos on internet where Faker flashes away sideway from a Sonata flashing into his range and using a very wide ulti on him. With a very VERY slight desynch, he wouldnt be able to do that. LoL ensures that as long as you dont have connection problems what you see on the screen is reliable, always.


Your eyes can see things that happen in fractions of a second? Cool!

LoL is effectively desync free, like the vast majority of respectable games.

You not noticing it is the end goal of managing desync.
"just for try, for see and for know"
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jdilly23 написал:
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symban написал:

This is wrong, if I dont notice it, like never ever; then it means it doesn't have desynch because it means my client is always synched with server. Otherwise as a Nidalee main I assure you I would have noticed desynch as someone relying on those very narrow width spear landing, 700 range hunted leaps and reliably jumping over trees/cliffs with my pounce when kiting.

LoL has no desynch, absolutely none. Watch out some videos on internet where Faker flashes away sideway from a Sonata flashing into his range and using a very wide ulti on him. With a very VERY slight desynch, he wouldnt be able to do that. LoL ensures that as long as you dont have connection problems what you see on the screen is reliable, always.


Your eyes can see things that happen in fractions of a second? Cool!

LoL is effectively desync free, like the vast majority of respectable games.

You not noticing it is the end goal of managing desync.

I can see that you are trying to be a smart ass, but you are failing to do so by mistaking effective latency with desynch.

I repeat my point: LoL is %100 desynch free.

Edit: I decided to clarify it a bit. In LoL stuff freeze in place if you ever have connection problem, then when your connection is back they rush to their current place. This is called latency issues which happen if you have a bad connection like over 200ms or if you get a lag spike because you are on an unstable connection. This or the desynch that happens in PoE never ever happens in LoL if you have a decent connection like less than 60ms.

On the other hand PoE has desynch issues even with 30ms amazing connection, probably because it prefers not to communicate locations and try to simulate them instead. For such a system that PoE embrace there some no brainers like putting a speed cap on things so that simulation error margin between communication times is hold under a treshhold, and making pathing as clear as possible so that server and client simulations can not stray too far apart. PoE does not care either, and on top of that uses certain mechanics like stun on each hit in a bad way to make the situation worse.

All it comes down to is that games that work properly like LoL are developed with the mindset of making an online game. First it has to work in an online environment and tweaked until it works properly. PoE on the other hand is made as if it a single player game, and hope that stuff work out when it goes online.
Последняя редакция: symban#2593. Время: 3 дек. 2014 г., 19:07:01
I'd rather have more rubber banding than more desync.

The problem is mainly caused by interacting with desynced mobs. You'll notice sometimes mobs run up to you client side, but server side they don't. You try to interact with them and you are now out of sync.

Another thing, there is no resync when your client position and server position breach a noticeable threshold, which I would say is half a screen(give or take). You only resync badly when you say, leap slam far away because you hit a wall the client doesn't detect; Small position discrepancy.

Sometimes there is also a problem of hugging walls and very bad desync issues.

And you wonder why people use timed /OOS macros?

I understand desync will always be a thing, especially with latency. But the fact it hasn't gotten any better is a letdown.
"The absence of evidence is not the evidence of absence."

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