@KingTolapsium I will try to keep an eye out for those things you posted about in your video. The only thing I noticed recently was falling through the map in places before getting revived.
The hit detection hasn’t been all that bad for me lately, but that’s just me.
@MikeyTT , many thanks for PingPlotter. That thing has been very useful for me in isolating random inexplicable ping spikes. I’ve been going round and round with my ISP for months telling them I keep getting inconsistent (and infrequent) spikes and packet loss. Finally today I got a tech out here who was stumped because I showed him in pingplotter how one of the hops (within my ISP’s network, so it’s their responsibility to clear up) is spiking for any IP I ping (including the US East server IP). I love being able to display the graph of multiple trace routes at the same time via PingPlotter. That thing is freakin’ awesome.
Was playing yesterday and got one of those massive spikes while flying in a plane and I nearly crashed into the ground—just one spike is so detrimental to hit detection and gameplay experience. I have “great” internet otherwise—high bandwidth, usually no packet loss, usually low latency, usually extr offset is normal, and I can go several games where the netgraph shows everything normal. Then I’ll get a random spike with huge latency and packet loss. So I highly recommend everyone else use pingplotter (better than a single traceroute). Hopefully my ISP will get this cleared up for me today.
I can’t wait for the patch on Tuesday—I keep getting killed behind cover when I’m not getting ping spikes. It is happening every single game and it’s always a big enough delay after getting behind cover that the only explanation is that the other guy has a huge ping to the server and the server compensation allowed his damage to be accepted. So next patch should clear that sort of thing up I hope and if I can get this ping spike cleared up on my end maybe everything will be smooth (or at least smoother).
Noope you are not alone.. Its just that I cant figure out a way to capture it!
Also the controlls doesn’t respond in a correct way when the thing you describe is happening.
Hi-speed camera. And capture the screen and the controller at the same time? Thats the only way I see it being done.
Without having some program that can record input information from the controller, and sync that to the captured gameplay..
Its like the aiming mechanics goes to shitt.
Aim doesn’t respond, or respond to slow.
Aim sometimes respond way to much.
This allso occur when being suppressed sometimes.
And I believe that sometimes you get suppression effects, without reasons.
Just as you often get the suppression effects of bullet deviation, without the wisual effects.
Its like when you suddenly die by gas.. Except that you never got any clues of being effected by gas. No blured screen, no chouffing, no wobbly dissines effects.. You simply drops dead instantly!
Im sure mischkag have figured out what poster’s posts he should ignore by now.
There is a software that allows you to capture on-screen controller movements. I think that would be best at this point—as it would show that when you are moving your right analog stick to the left or right (or whichever direction) your character does not respond because you are “held” by damage.
That’s usually the case from ISPs “burst” speeds. But really what might be happening is your ISP is either prioritizing other data (business class internet) or your node can’t handle all the throughput at that moment…it really depends where this spike occurs. Back in the day we would “deprioritize” high, continuous, bandwidth users since it costed us money and effected everyone else’s throughput…Kazaa was our enemy in those days.
I don’t really get this often…used to but cleaned out my HD and rebuilt my database and all went away. Could it be a console limitation?
Yeah it’s happening on hop 3, so the first hop outside my local data center. I keep getting the feeling from them that they are simply not going to do anything about it—your reply would explain why! Thanks.
No (but there is a fine line between code issue and console limitation I suppose). I mean there is a tangible improvement between fresh installs and the game after being patched a few times, the latter being much worse.
Whatever texture loading system frostbite uses seems to be pretty sensitive, this is normally the area I can easily see improvements/degredation.
The “hit holding” or “being held by damage”, seems to be a result of client-side extrapolation rationalizing very late damage info and attempting to place my soldier model in a location relative to servers hit location.
This creates the feeling of rubberbanding, try to get away from the damage is pretty instinctual, and being inhibited feels like a death sentence.
I’m almost positive this is an extrapolation issue to do with our clients running at 30hz but our inputs being registered at 60hz. There is nothing to make me think this isn’t just my clients code rationalizing certain late damage inputs very incorrectly.
Thanks, Ill leave it to you yo report. I don’t really experience this so don’t have enough understanding to comment or have conclusions, except to say that sucks.
I’ll keep at it, it’s been bothering me since early bf4, I’m not sure if I just didn’t notice the same issue in bf3? Or if it’s something that changed.
Ive downloaded pingplotter but now I’m unable to find server addresses to type into pingplotter. You provided a link to locations but these are for xboxone while I’m on ps4. Are the servers in the same location. Thanks.
I’ve used PingPlotter to run a trace to 3 server locations, but like I said the servers are the ones you provided links for. And they are listed as xboxone servers and I’m on ps4.
So on the uk server there are 15 hops with a average 144ms and no packet loss. From the Washington DC server there were 17 hops and a 57ms aveage, no packet loss. And from the San Jose server there were 16 hops with a average 82ms and no packetloss.
I found it interesting that there were fewer hops to the uk. Now my question is 16 and 17 too many hops? Would my isp be able to shorten those hops if I asked? Thanks for any input or advice.
That’s a good question: Where can we find the IP addresses for servers now? In BF4 you could go in server settings and they would be listed there, but I only have the XBoxOne server that was shared with me about twenty pages back and don’t have an IP for any of the PS4 US East servers. @misisipiRivrRat when I pinged that Xbox server (which is 159.153.155.76) I got two timeouts and a ping spike on the third hop (which I’m dealing with my ISP about), but it only took 8 hops to reach the server.
Also, I don’t know how to judge whether those timeouts are due to those centers not responding to ping requests by default or some other problem…since the pings before and after those hops were really stable I’d guess it’s the former. But like I said a few times already, this stuff is over my head.
Xbox 360 TCR rules do not apply when we are talking about online gaming on Xbox One or even PS4? 360 was using old server to server online service, when One is using Virtual machine service aka azure so we are talking about two different networks. This is link to Xbox One Publisher License Agreement https://www.sec.gov/Archives/edgar/data/946581/000104746914000555/a2218068zex-10_1.htm and there is even certification for servers so EA cant use any servers they like. Microsoft is serious about xbox live security and if they say to EA that servers they offers are no good, EA have to change those servers or isp because they dont meets or exceeds standards of quality, performance, stability, and security? So nothing wont stop EA to add ping/region capped servers for Xbox because EA is under two license agreement with microsoft (Xbox and PC) so microsoft has more power against EA than sony and it is easier to pass microsoft certification than sony certification. Why? EA/Dice are allready using microsoft software when they make games for PC/Xbox so certification takes only one day to pass but on sony it takes one week to pass( one reason why there was no BF4 CTE for PS4 ) because sony has so strict requirements to pass. Sony does not allow ping/region capped servers because PSN is running on 3rd party servers so sony has no control what servers EA is using when they host BF1 multiplayer for PS4. And keep in mind that Microsoft is a software company even they make xbox consoles and only console manufacturer is sony so it is wrong to say that Xbox TCR has something to do with Sony or is it a coincidence that star wars battlefront has working ping display but only for Xbox One? https://1drv.ms/i/s!AmbY98GBPoaHnzNiyrz6pHUECMhf and something about PS4 and One servers? PS4 europe servers are located in holland(i3d.net) and irland( Amazon,rackspace) but for example? Ireland, Dublin - 159.153.34.179 is MS azure datacenter IP address for Xbox live,when all EA europe servers are located in Galway (Bioware), Califonia, San Jose - 159.153.87.85 is located in Galway http://geoiplookup.net/ip/159.153.87.85
Yeah pretty much over my head too! But I’m slowly learning.
But what did the timeouts look like on your end? I posted only what I saw but admit I’m not sure what I’m reading. Saw nothing that said or looked like packet loss. The graph that showed the hops had some x’s on certain hops but I don’t know what it means.
Honestly it seems a bit silly to me to even have to take all of these steps on my end for one game. Sigh. But I’ll keep trying I suppose.