Lag

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Rommel
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Lag

Post by Rommel » 15 Feb 2013, 15:58

Lag is such an issue in WZ that 99% of the time you need to kick players from a 5v5 game, even 3v3. This even occurs when the pings of players seem ok in the lobby (<200). It seems to come about once players start to get lots of units up (even derricks?). I know lag is a fact of life with online games, but it seems many do a better job of handling it even with more players online.

So I would like to ask, are there measures in place to optimise the data transfer, is there a detailed explanation anywhere on how WZ actually implements MP, ie the process of data transfer, etc?

Thanks for any info.
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Re: Lag

Post by aubergine » 15 Feb 2013, 16:09

Are they all human player or are there AIs/scavs as well?
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Re: Lag

Post by Rommel » 15 Feb 2013, 16:20

All Human, even set to no scavs.
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Re: Lag

Post by aubergine » 15 Feb 2013, 18:54

Possibly the host machine or internet connection is too slow?
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Re: Lag

Post by Reg312 » 15 Feb 2013, 18:59

Version 3.1.0 more laggy than previous betas. So players have good ping, but their machined is too slow for 3.1 games with large masses of tanks.

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Re: Lag

Post by Rommel » 15 Feb 2013, 19:43

aubergine wrote:Possibly the host machine or internet connection is too slow?
Pretty doubtful I think, most peeps these days have a good connection and if it is showing a sub 200 ping in the lobby well that should count this out (I think?). If the lobby pings are not a good identifier of ping, then maybe connection speed should be tested more in the game lobby with connection speed test or something.
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Re: Lag

Post by Rommel » 15 Feb 2013, 19:46

Reg312 wrote:Version 3.1.0 more laggy than previous betas. So players have good ping, but their machined is too slow for 3.1 games with large masses of tanks.
It would be good if there were a test for this that could show the results in the lobby so you could see which players have a sub par machine to play the game with.
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Re: Lag

Post by Rommel » 18 Feb 2013, 20:43

Well the game seems to be even more unstable. Have you guys though of doing a survey for MP players, ie to see how stable their games are, if they are lagging... get their machine specs or something? I am hearing lots of complaints in the lobby and the game is becoming all but unplayable :(
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Re: Lag

Post by vexed » 21 Feb 2013, 05:32

Reg312 wrote:Version 3.1.0 more laggy than previous betas. So players have good ping, but their machined is too slow for 3.1 games with large masses of tanks.
There weren't any changes that would make the game more 'laggy' than the betas or RC's. (BTW, are we talking Zzz lag, or FPS lag or mental lag ?)
If people keep playing with many players on high oil maps, and you have a slow machine, then your FPS will tank.
This has always been the case throughout the history of WZ.
There was a reason why pumpkin had a hard limit on units, they knew what the engine could handle. :3

Everything is still done via brute force.
Rommel wrote:Well the game seems to be even more unstable. Have you guys though of doing a survey for MP players, ie to see how stable their games are, if they are lagging... get their machine specs or something? I am hearing lots of complaints in the lobby and the game is becoming all but unplayable :(
Unstable how ?
There aren't many more tickets than past releases, in fact, far fewer than 2.3.0 ever had...
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Re: Lag

Post by Reg312 » 21 Feb 2013, 09:48

vexed wrote: There weren't any changes that would make the game more 'laggy' than the betas or RC's. (BTW, are we talking Zzz lag, or FPS lag or mental lag ?)
i know, but many players confirmed 3.1.0 more laggy than previous beta.
in beta version players ping was "vital". Badpingers was making game laggy.
in 3.1.0 ping does not matter. Laggers is players with slow PC. And you can detect laggers only after 10-15 minutes of game .
games 5x5 on high oil was playable in beta. in 3.1.0 such games became unplayable.

beta version - ping lag
3.1.1 - fps lag
vexed wrote: If people keep playing with many players on high oil maps, and you have a slow machine, then your FPS will tank.
This has always been the case throughout the history of WZ.
i'm not attacking you, and you should not defend with 'common words'...
players will keep playing high-oil, unfortunately.
i think if remove high-oil games from multiplayer it can end multiplayer at all. hmm, not sure
vexed wrote: :3
what mean this smile?

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Re: Lag

Post by Rommel » 21 Feb 2013, 16:26

Whatever the case there is definitely an issue here. It seems that the ping in the lobby does not reflect the pings in the game - ie in the lobby all players might have < than 200 ping, then you get in the game and look at the intelligence screen and they all have + 400 - 500.

In regards to FPS issues, surely a test can be made for this in the lobby screen, ie some sort of simulation of massed objects that would discover players with fps issues.
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Re: Lag

Post by Per » 21 Feb 2013, 16:37

Reg312 wrote:what mean this smile?
The mouseover tooltip will you what a smiley means. :ninja:

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Re: Lag

Post by NoQ » 22 Feb 2013, 18:47

Reg312 wrote:
vexed wrote: :3
what mean this smile?
Spoiler:

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Re: Lag

Post by Originway » 22 Feb 2013, 19:53

NoQ wrote:
Reg312 wrote:
vexed wrote: :3
what mean this smile?
Spoiler:
:laugh2: :rofl2: :lachen:
don't play with hosts that you don't know since they end up rage quitting anyway! :shakehead:
vexed wrote:There was a reason why pumpkin had a hard limit on units, they knew what the engine could handle. :3
what was the old limit?

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Re: Lag

Post by Rommel » 23 Feb 2013, 01:41

Originway wrote:
don't play with hosts that you don't know since they end up rage quitting anyway! :shakehead:
I think of it more as cry quitting (can't say I have never done it myself, but I do try my best not to!)
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