With all versions of Warzone a player can show good ping before you launch the game, but after the game is started you find out differently, the lag is horrendous. Ping is only a snapshot or periodic snapshots and does not show latency due to slow framerate or dropped packets or the other zillion reasons for lag. This causes prior versions to freeze. Master pauses instead of freezing but its still annoying. Most of those players (no not all) that have good ping but high latency come back at a later date with the same high latency so I've been adding those players to my firewall. I should not have to do this to host games without (noticeable) lag.
Solution: Transfer some data automatically when joining a game for like 15 or even 30 seconds for a latency test, kick the player automatically if the max latency amount failed. Send a message something like "to much latency to this Host, please find another Host." This kick would only happen in the lobby, NOT in the game. This would be configurable by having a max latency number in the config file. For example I would put a very high latency number for a 2 player map. I would put a very low latency number for a 10 player map. This way the Host can set the value himself based on the number of players, his own Internet and experience. If the Host does not care about latency then just leave the field empty.
Configurable max latency for no lag games
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BunkerBlaster
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- Joined: 21 Feb 2010, 09:56
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BunkerBlaster
- Trained

- Posts: 268
- Joined: 21 Feb 2010, 09:56
Re: Configurable max latency for no lag games
Its just an idea. The new netcode is brilliant so even if something remotely simular to implement this idea would be the icing on the cake the game needs. I don't know how to program so I don't even know if its possible, I'm just dreaming. I would even be happy with a Kick after the game started for high latency providing it was configurable by the config.Preternatural wrote:brilliant!