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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Getting shot before the shooter appears


OLDZEKE
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Was ingame a few night back with my grandson. He was playing on a old laptop, Acer Aspire AS7750G-6444 Notebook Intel Core i5 2410M (2.30GHz) 4GB Memory 640GB HDD AMD Radeon HD 6650M 17.3" Windows 7 Home Premium 64-bit. I was on the rig in my sig.

He was sitting behind me (I use a 47" tv as a monitor) and said "Opa I can come around a corner before I show on your screen".

Now in this vid both rigs show around 61ms ping, laptop is around 37fps and my rig around 80ish fps.

I don't think it vid card but I'm suspecting maybe the i5. if it's this delayed with a 60ish ping on both how bad would it be with one or both at 200+?

Wife has a AMD A10 laptop but see's away doing training this week, I'll have to check against it next week.

0MvfIYJRTEA

Edited by OldZeke
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Was the laptop wireless ??? If it was and the desktop was hardwired' date=' that maybe the reason.[/quote']

Yes on wifi but I also tried it with the desktop on wifi too, ie both wireless with exact same results

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It could just be the time it takes to send from one computer to the host and back your other computer. Normally you would not see that

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Did you try it also the other way arround?

The enemy is never where you see him. Its the same in every game and its normal, especially in mmofps. A ping of 61ms doesnt mean there is only a delay 0,061 seconds. The whole position data has to go along way client->server->enemy client. There are also alot other factors who play a role like lagcompensation, extrapolation, interpolation, packetloss and so on.

It seems like BGE is working with a real low extrapolation value.

Means the server is doing nearly no prediction where the player moves next and waits for the real data. So you see movements later, but the movements are also alot smoother.

This is also the reason why so many people still shout in the chat "he killed me throught the wall" or "i hit him directly in the head and he was still able to kill me". If you have a basic understanding about lag and lagcompensation you will never write something like that in the chat.

I dont know which values and mechanics BGE uses to compensate lag, but here are some videos for the basic understanding of lag and lag compensation. First one is really good.

Edited by stahlsturm
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Did you try it also the other way arround?

The enemy is never where you see him. Its the same in every game and its normal, especially in mmofps. A ping of 61ms doesnt mean there is only a delay 0,061 seconds. The whole position data has to go along way client->server->enemy client. There are also alot other factors who play a role like lagcompensation, extrapolation, interpolation, packetloss and so on.

It seems like BGE is working with a real low extrapolation value.

Means the server is doing nearly no prediction where the player moves next and waits for the real data. So you see movements later, but the movements are also alot smoother.

This is also the reason why so many people still shout in the chat "he killed me throught the wall" or "i hit him directly in the head and he was still able to kill me". If you have a basic understanding about lag and lagcompensation you will never write something like that in the chat.

I dont know which values and mechanics BGE uses to compensate lag, but here are some videos for the basic understanding of lag and lag compensation. First one is really good.

I understand lag. And yes it shows the same both ways. Both comps were showing 61ms to 63ms (that's milliseconds btw.) That's not a bad ping, combined it averages under 130ms between those 2 hosts. I understand how a 200ms+ on one host can have a effect on the other. I understand packet loss too, I was pretty much the last dialup user in this game before I got cable. I got realy good at optimizing a connection.

Now Halfsite was with us in the same ab bunker and on ts with me when my grandson brought this to my attention. Halfsite is running a AMD A10

rig, me and my grandson in WV Halfsite in NY.

I could tell Halfsite "ok I just moved now and he would say yea I saw it as you said it. Alex would move and then like in the vid I'd see him move with delay and Halfsite would say he saw it when I said I saw it. Halfsite also runs a 50s to 60s ping same as me.

So while Halfsite and I were in near perfect sync as to seeing each other move while being several states apart me, Alex in the same room as me was out of sync movement wise to both of us by a fair amount. That suggests it's something different with that laptop vrs my desktop and Halfsite's.

This is something that changed in 1.34, netcode or predictor code wise.

The point is it's not someone manipulating their connection in any way (yes I've been guilty of assuming that too) It's something else and ATM to me it may be pointing to something as to the game on some or all i5s or it may not. I'll have to check against wifes A10 rig next week.

Edited by OldZeke
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Well I checked against the A10 laptop and lag was the same...... IDK but honestly don't remember it being this noticeable pre 1.34.

I was wrong as to the i5s lagging, seems everything does.

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Interesting discovery. I hope it leads to improvements.

I want some of those drugs you are using.

They must be some really good shiat.

The reason I say that is, it has been an on going thing for at

least 10 years.

So, the operative word is:

SOON ®©(pat. pend.)(CA)(UL)(FCC)

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I want some of those drugs you are using.

They must be some really good shiat.

The reason I say that is, it has been an on going thing for at

least 10 years.

So, the operative word is:

SOON ®©(pat. pend.)(CA)(UL)(FCC)

It's not 2018 yet, I want some of your drugs.

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The lack of infantry lag is this game was always pretty good until the major host re-write in version 1.31 or 1.32 (can't remember which).

Now this could be down to changes made in the predictor code, or just how information is processed on the servers, but the difference was very noticeable after the change.

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  • 1 year later...

NEVA EVA game over Wi-Fi

the way the technology works ie waves )))))) = gaps in the connection/buffering

simplest way of putting it without breaking out my cisco crap

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Seen this from both ends.

I have run into a room with zero reaction from ei a few times and killed them all in a heavily contested town so its not like they where AFK.

Had ei kill me before I see them, at times I see their riffle at the door shooting and I die. This happened to Gridiron and I attempting an AB cap yesterday.

I am hardwired via Ethernet cable.

All that being said, it happens mb 1:20 times, not 1:2. This is a VAST improvement. I just wanted to second the OP.

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