No that’s not accurate…been proven and of story
Played a couple of games, going great, killing things, capping flags etc etc…
Join a new server, suddenly I can’t kill anything, half my bullets don’t register anymore, going around corners / jumping into craters is no longer a viable strategy to evade enemy fire.
1 look at the scoreboard, yep, there they are, a handful of players with between 150-250 ping. It’s very hard to believe that there isn’t some causation when it’s the case every single time a server has unstable hitreg.
Definitely no threads on this subject already. Really pleased you created one. Like a breath of fresh air to have some new creative input.
Played a couple of games, going great, killing things, capping flags etc etc…
Join a new server, suddenly I can’t kill anything, half my bullets don’t register anymore, going around corners / jumping into craters is no longer a viable strategy to evade enemy fire.
1 look at the scoreboard, yep, there they are, a handful of players with between 150-250 ping. It’s very hard to believe that there isn’t some causation when it’s the case every single time a server has unstable hitreg.
Not the most scientific approach though…wouldn’t you agree?
Not the most scientific approach though…wouldn’t you agree?
Sure isn’t, doesn’t change the fact that the netcode issue has been present since they introduced the mechanics of it in bf3. It’s been tuned since, but it’s inherently flawed.
If you doubt the problem exist, you could you know, just take one little look at the history of problems this network mechanic has had since it came out. It’s readily available.
My post was more of a confirmation, like, “hmm, this reminds me of the issue that’s been plaguing bf games since bf3, let me see if the same symptoms are present. Yes, they sure are, nothing has changed.”
It’s not ‘the system’ as a whole that’s a problem. Probably 99.99% of my 1500 hours I’ve had no lag problems.
Lately, some servers have been awful much more regularly than the previous 2 years in the EU anyway.
VBALL_MVP:
Not the most scientific approach though…wouldn’t you agree?
Sure isn’t, doesn’t change the fact that the netcode issue has been present since they introduced the mechanics of it in bf3. It’s been tuned since, but it’s inherently flawed.
If you doubt the problem exist, you could you know, just take one little look at the history of problems this network mechanic has had since it came out. It’s readily available.
My post was more of a confirmation, like, “hmm, this reminds me of the issue that’s been plaguing bf games since bf3, let me see if the same symptoms are present. Yes, they sure are, nothing has changed.”
Sure there were netcode problems. Still some are…and some “perceived” issues.
In the end that doesnt mean its automatically due to high ping…let me remind you about this
In the end that doesnt mean its automatically due to high ping…let me remind you about this
Good Ol’ Chris complaining about “stuff” he doesn’t understand or doesn’t want to acknowledge. I can’t wait for the day when he starts working with a game …any game engine. Unreal Engine, Source, Unity, CryEngine etc. He’ll probably go back through his YT channel and delete 90% of his netcode analysis vids.
VBALL_MVP:
In the end that doesnt mean its automatically due to high ping…let me remind you about this
Good Ol’ Chris complaining about “stuff” he doesn’t understand or doesn’t want to acknowledge. I can’t wait for the day when he starts working with a game …any game engine. Unreal Engine, Source, Unity, CryEngine etc. He’ll probably go back through his YT channel and delete 90% of his netcode analysis vids.
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
Yup…I know what you’re trying to do, but you’re smarter than that. Leave the agenda behind, you know darn well lots of the issues in the beginning had nothing to do with high ping.
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
Yup…I know what you’re trying to do, but you’re smarter than that. Leave the agenda behind, you know darn well lots of the issues in the beginning had nothing to do with high ping.
I didn’t see anything in that video that doesn’t happen to this day.
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
Yup…I know what you’re trying to do, but you’re smarter than that. Leave the agenda behind, you know darn well lots of the issues in the beginning had nothing to do with high ping.
I didn’t see anything in that video that doesn’t happen to this day.
And yet in his video no high pingers…so yes we agree then, high ping is not causing all the issues.
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
Yup…I know what you’re trying to do, but you’re smarter than that. Leave the agenda behind, you know darn well lots of the issues in the beginning had nothing to do with high ping.
I didn’t see anything in that video that doesn’t happen to this day.
And yet in his video no high pingers…so yes we agree then, high ping is not causing all the issues.
Connection issues: High ping, High loss, High variance (jitter).
You don’t have to have a high ping to have a bad connection.
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
Rev0verDrive:
VBALL_MVP:
I think he did a real good job there showing that not everything wrong with a game is due to high ping.
Pings where reasonable, but what about loss or variance? They both can cause hits behind cover (packet resends = delays). Also what was the tickrate on the servers? That has a massive effect on replication rates.
And yet these issues at time of launch disappeared in following update. There were many issues at launch and many were patched up with better coding.
Like the majority of his video??? no reg hits, hits behind cover, invisible players, delayed animations ???
Yup…I know what you’re trying to do, but you’re smarter than that. Leave the agenda behind, you know darn well lots of the issues in the beginning had nothing to do with high ping.
I didn’t see anything in that video that doesn’t happen to this day.
And yet in his video no high pingers…so yes we agree then, high ping is not causing all the issues.
Connection issues: High ping, High loss, High variance (jitter).
You don’t have to have a high ping to have a bad connection.
Nope you dont..yet it seems that those two are mutually connected to some.
But you can also have none of the above and bad programming or bad servers can be the issue too..just like we saw in the beginning of BF4 and what Chris clearly showed in the vid.
Connection issues: High ping, High loss, High variance (jitter).
You don’t have to have a high ping to have a bad connection.
But a high ping is always a bad connection which causes problems ![]()
Rev0verDrive:
Connection issues: High ping, High loss, High variance (jitter).
You don’t have to have a high ping to have a bad connection.
But a high ping is always a bad connection which causes problems
Only problem put there is ignorance and the belief that high ping is always a bad connection. It’s as false as the many claims of players saying “my internet is fine”.
Only problem put there is ignorance and the belief that high ping is always a bad connection. It’s as false as the many claims of players saying “my internet is fine”.
High stable ping connection is still trash and causes problems with hit reg.