High Variance, regardless of latency is what causes the more frustrating wtf moments. Low ping with high variance has the same negative effect on the server as does high ping with high variance.
A 7ms player that constantly spikes to 45, 50, 60ms is no better than a 200ms player that spikes to 250-380ms. The instability of both connections are the problem and the causes of server wide wtf’s.
A player with 10Mbps fiber connection pulling a 7ms ping to the server, but also having 3 family members downloading videos, surfing the net, 5 phones pinging etc will result in more issues server-side than a 200ms player with low variance.
Couple these garbage connections with sporadic packet loss and everything goes to @#$%.
Higher variance will result in higher packet loss. Packet resends result in player warps (interpolating), bundle damage (1 hit kills), getting stuck on objects (false physics collisions) etc.
A perfect setup would be as stated previously (all players on the server):
High Variance, regardless of latency is what causes the more frustrating wtf moments. Low ping with high variance has the same negative effect on the server as does high ping with high variance.
A 7ms player that constantly spikes to 45, 50, 60ms is no better than a 200ms player that spikes to 250-380ms. The instability of both connections are the problem and the causes of server wide wtf’s.
A player with 10Mbps fiber connection pulling a 7ms ping to the server, but also having 3 family members downloading videos, surfing the net, 5 phones pinging etc will result in more issues server-side than a 200ms player with low variance.
Couple these garbage connections with sporadic packet loss and everything goes to @#$%.
Higher variance will result in higher packet loss. Packet resends result in player warps (interpolating), bundle damage (1 hit kills), getting stuck on objects (false physics collisions) etc.
A perfect setup would be as stated previously (all players on the server):
Really good info on here now and starting to make a lot more sense.
I guess the only real losers are the people meeting all the criteria for a problem free game. The people who dont hit the mark I take it a lot has to do with investment from the company in servers and maybe themselves spending some time to improve their own setup.
Still leaves me with a bitter feeling with regards the product overall as if the games playing below expected industry/consumer standards and they refuse to acknowledge or even engage with their own customers then ffs do the right thing and refund. The PR department defo needs a boost because you have lost so many premium players after the price drop when we are still waiting for what we paid full price for its a little comical.
After reading up on Rev0verDrive’s info in the beginning of this thread. And some really good info he linked to.
The hopes of good online FPS games on console is crushed..
I see a clear correlation within the friends on PlayStation. The one’s that have been playing fps games online for +10 years. Are the one’s that notice wtf moments first.
Its also those guys and girls that stops to enjoy the game, and quits playing when these things happen.
The spring patch brought back half the friendslist to bf1. And almost everyone was amazed by how the gameplay experience had changed.
One week after the hotfix was implemented, everyone had left the game.
And now there’s no one that will even test the game.. Most seems to have traded it in for cod. I never thought the battlefield fans would go to cod, but they seem happy and say “atleast it’s working!”
As a sid note.
Ubisoft did a overhaul of rainbow six siege, to make it more fair for lowpingers.
Guess what? You can still join with +300ms and wreck havoc on the lowpingers..
It feels like those issues will never ever be Okey on console!
Why are they the real losers? The game has been constantly changed (more servers, no locations, high frequency cones, Server side hit detection, less lag comp) to benefit people with good connections.
People with high ping as well as with latency symbols all complain they are having a hard time…we all seen the vids of people complaining yet they fail to notice the icons. Playing it first hand it’s easy to see that the ones getting punished are the ones with the bad connections.
Your bandwidth allowance is probably a lot higher than most. And yes certain routers will prioritize traffic to minimize “bufferbloat”.
Variance happens for many reasons. The Ping, Latency, Jitter thread walks through it. Ping, Latency, Jitter …
True, some people use software and or services to manage transmission timings of packets. For example they use the software to slow down transmission of movement/action updates which emulates high ping. But they keep inbound and hit claim transmission normal. Typically with this type of software you don’t see latency variance though.
Not paying attention to the tips is their own fault. In my opinion DICE has made many possible ways to understand the game (single player, tip boxes, icons, social media sources, YouTube, squads, comms).
You can lead a horse to water you can’t make them drink.
If the DICE devs have been accused of “lying” by some people here, and now RB6 devs have said the same things…are they lying now too? /s
On top of it all, regarding netcode, there are 3 parties involved (on console) that in some form or another, have to deal with “red tape”. What everyone wants is not as simple as it looks on paper, IMO. If you want flawless gameplay, because it is just a game, a LAN is the only way to go, period.
As @VBALL_MVP said, you can lead a horse to water, you can’t make them drink.
Knowledge is power and knowing is half the battle.
There are a few things that could be done in order to offer those “close to perfect” game settings, but they would restrict a large portion of the playerbase.
Yes and it sounds like you should not be able to play r6s with a high ping or a bad connection..
Still the game is massively out of sync when having a low ping!
Changing datacenter to a center with +200-300ms makes you almost unstoppable!
Enemies don’t hear your footsteps.
Dont hear you breaking a window behind them.
When rushing in around a corner, they fire 2 meters behind you.
Game turns from a choppy lagy fps dropping wtf fest. In to a smoth godmode experience.
This is why a person’s experience should be a direct result of their own internet circumstances.
It’s completely unfair to allow someone’s connection to impact anyone else’s experience in any capacity.
Dice might want to concentrate on making the game run and play properly before sticking in all those fancy bullet physics that aren’t really credible to begin with. As an example a pistol is a last ditch effort at survival not a primary weapon that takes out players at long range. Same with auto rifles that fire pistol rounds, they are not even in the same league as bolt action rifles. Let’s get real.
Well technically it does make sense as to why it happens. The reasons studios don’t “fix” the issue is because there isn’t a fix all silver bullet.
If you limit latency, latency variation and packet loss you in reality have severely limited your market. For those within the limits gameplay would be pristine, but those outside those limits wouldn’t have access to multiplayer. You couldn’t play with friends around the world. And for a large majority of people you couldn’t play outside your very local region. For example US east couldn’t play US west.
You can provide ping limits, but you also have to provide alternatives. BF has a RSP. You can rent a server and enforce a 100ms ping limit. CoD, Siege, Destiny 2, Overwatch, TF2, SWBF2 do not have RSP options. So they really can’t restrict access to a server.
BF’s rsp should also provide a packet loss and variance limiter alongside the ping limiter.
I don’t but all this information is still very fascinating to me and I tip my hat to those of you who understand it all. I guess being 64 and working outdoors all my life not needing a computer to do what I did I’m not supposed to understand and just be glad that there are those who do