Jump to content
Welcome to the virtual battlefield, Guest!

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.

New patch - predictor code


erasmo
 Share

Recommended Posts

So chunky, I have to steps behind and dance a lot on my kill to have a clear shot. Looks like I play at 8-10FPS.

Updated my NVIDIA drivers to 6/10/2016. Performances to highest, quality to lowest. (both NVIDIA and game settings). Visual to high this time.

 

 

Edited by matamor
Link to comment
Share on other sites

I'll look into that thanks oldzeke.

bandicam seems ok if you remember to switch it when the action starts.  I keep missing all the good stuff.

My gaming experience has been much better the last couple of days. less death lag & fewer unkillable ei.

One odd thing I have noticed a couple of times are ei that are inside a building occasionally pop through the roof & end up standing on the roof. 

Edited by nwo
Link to comment
Share on other sites

 

 

I made this video with all the problems I experienced since Patch 1.35.5.2

My ping was 180ms and FPS 60. On populated battles, gameplay it's even worst than this video due FPS drop.

Link to comment
Share on other sites

3 hours ago, sydspain said:

 

 

I made this video with all the problems I experienced since Patch 1.35.5.2

My ping was 180ms and FPS 60. On populated battles, gameplay it's even worst than this video due FPS drop.

THIS ^^^^^^ totally this.  Perfect video example of whats happening since the patch.  My ping is like 48 and I see this still.

Link to comment
Share on other sites

Thanks Sydspain for the video. Good evidence.

I have been shadowplaying a bit this (my) morning. It was during TZ3, so server not too busy.

Link to comment
Share on other sites

CRS while looking for the new patch problems
It returns to the old code.
we are not able to play....

Edited by kareca
Link to comment
Share on other sites

4 minutes ago, erasmo said:

Diest, right now, has been a warp/lagfest. I guess @WAVER25, who I think was there, could confirm it. Madness stuff happened all around.

Was there, lemmings all around warping doing odd moves and turns. Quit.

Link to comment
Share on other sites

@erasmo @matamor

Hey all,

Please give this a try and see if it improves performances or reduces some of the issues that you're seeing. Go into your game, select Preferences>Connection and set your Visible Player Limit to High.

highvis.png 

This is still being actively worked on and 2nd pass at the predictor code is already in the hands of the Alpha Team.

 

Link to comment
Share on other sites

I'm seeing a lot of weird stuff too since I started playing again this week.

Like the videos above, its specially weird when an EI jumps or falls from somewhere. Warpy as hell.

Not easy being a rifleman right now.

Edited by Lob12
Link to comment
Share on other sites

I never played with HIGH visible limits but I gave it a try last week.

Unfortunately, that didn't fix the warping of infantry (enemies & colleagues).

Link to comment
Share on other sites

Thanks @WAVER25 for your answer and suggestion. I have been playing with that High preset and I didn't notice anything. Not better, not worse. Thanks CRS for keep looking into it and working on the code.

Probably the worst of all the effects we are seeing ingame is when infantry jumps from depot, roofs, VEH tent, etc. etc. But I am noticing also the lag kills effects, sometimes very clearly. EI turning a corner and killing you superfast (sometimes even you don't see him), same if the ei show up in a window. You can be dead before you can see his head. I am seeing too eis that seem to have an extra speed, like a turbo. They are obviously faster than the others. I did not .reported or .buged names ingame cause I don't know if it is valuable and I don't think they are cheating either. But it is happening. At least to me. 

Btw @OHM, what do you mean with ISP? Internet provider?

 

Link to comment
Share on other sites

Status Report

A slightly improved version of the predictor has been put into place for this next version. We debated going to the old predictor given issues players have seen, but we didn't for the following reasons:
• Most of the unsolved issues exist with the old code as well since they're really caused by how our netcode works. It's less immediately apparent because things lag behind so much, but every time you see someone rubber-banding, you're seeing it because they (or you) have run into some connection issues.
• You can immediately see who is having issues and when with the new code. When you see that guy warping around, everyone sees that guy warping around and knows he's having connection issues. This is a lot better than thinking everything's fine until suddenly you get shot buy someone you can't see and start to think someone's hacking.
• Because of the above, we also know the number of people who are having/causing severe issues is fairly small and consistent: If you've been playing this patch, when you see someone warp or rubber-band really badly you probably have an idea who they are before you even see their name. I'm only really involved with the dev side of things, but I suspect we're going to be dealing with these players on a case-by-case basis to help minimize their impact on the game until their ISP issues are dealt with. (Satellite internet guys, maybe just stick to tanks/ATGs when it's cloudy outside. ;))
• When everyone's connection is good, the new code is a massive improvement in infantry play.


Anyway, the actual improvements made:
• A proper gravity prediction is still not in. There just wasn't enough time with all the other stuff on my plate. You *will* see people stick to slopes when walking down them though, so no more hovering above stairs when running down them.
• You'll see a lot less rubber-banding from minor connection issues. You might still see some weirdness if someone's zig-zagging or changes direction when their connection has a hiccup, but unfortunately that's going to take some heftier netcode changes to properly fix.
• Clipping has been vastly improved: No more magically appearing on the roof of the depot capture building because you crawled in the corner. I think most clipping at this point will either be caused by some pretty bad lag or general infantry collision (i.e., if you went third person you'd see yourself clipping too). 
• If the predictor hurt your FPS, this new code should run much faster. The collision checks are the only real heavy-lifting going on in the predictor, and while it shouldn't have impacted anything too badly, I removed some of the less useful collision checks just in case. Once it's out, I'd greatly any feedback from people who took a big FPS hit before. :)

  • Like 1
Link to comment
Share on other sites

On 25/10/2016 at 3:17 PM, VICTARUS said:

,,,,,

.. • When everyone's connection is good, the new code is a massive improvement in infantry play................

 

That's what I said
This game will be limited to players with good connection (low ping)
only USA will play ...

We will play as we can lol

My opinion
This code is the craziest thing I saw CRS do in 14 years
Let's hope that it is good, but I honestly do not believe, high ping will not be able to play, but this is normal.

It seems we are playing with bots..

S!

 

Edited by kareca
Link to comment
Share on other sites

18 hours ago, kareca said:

This game will be limited to players with good connection (low ping)
only USA will play ...

Ooh, I actually meant to bring this up but kept forgetting, so thanks for mentioning it.

All of the really bad warping and such has nothing to do with your ping. Yes, if your ping is 300+ your experience is suffer in situations where a tenth of a second counts, but the stuff people have been seeing is more about the overall quality of the connection: When data gets sent to/from the server, does it reach the other end consistently or does it keep getting interrupted? Some lower-level work will help improve even that at some point so you can afford to lose a little bit of data, but unfortunately that's work that has to wait for now.

So no, this isn't something that should impact non-US players disproportionately: At least as far as the infantry code is concerned, the quality of your connection to the server is more important than the distance. (Actually, it sounds like a few US ISPs have been identified as some of the more major culprits.)

Link to comment
Share on other sites

1 hour ago, VICTARUS said:

Actually, it sounds like a few US ISPs have been identified as some of the more major culprits

It could also be even better if CRS keep track of ISP:s in some "automated fashion", and maybe even create some kind of report page which show the "the mean packet loss per player and operator". And CRS could even post a link to those reports on Twitter etc...

It is time that all Internet Service Providers start paying attention that no packet loss and low ping is important these days, and not "mbits" or using buzz words like "broadband".

And changes are slowly coming. Seen ISP:s now that offer "QoS" on all UDP traffic up to 256-512kbit. In other words they are prioritizing gaming (and telephone) traffic in their networks.

Link to comment
Share on other sites

  • waver25 locked this topic
Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...