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1.4 first impressions: the good, the bad and the ugly.
Re: 1.4 first impressions: the good, the bad and the ugly.
Originally posted by scott111
Despite what some are saying, NO. EA has not officially released the patch and no official servers are running it. It may be leaked though.
Who knows?
A bit of reading various forums and threads turned up alot of information and links to the partials and fulls behind sites. If they are indeed the final versions, then yes they are leaked.
If they are not the finals then alot of people have been taken for a ride.
I urge you to wait for the official release. At this time the EA forums are starting up with gossip that someone heard someone say it will be released on Wedensday.
We will probably cycle thru hundreds of posts and threads across the internet all the way up to the official release time.
Re: 1.4 first impressions: the good, the bad and the ugly.
Sometimes it has nothing to do about ping at all. I play sniper and I seriouly will be 1st or 2nd each time I play a game.
I join a server, and its Karkand, I am MEC, and I am camping up on the hill where the USMC spawns on the right. No one sees me because I sneek behind everyone and am on the hill sniping them.
Well that server for some reason would not register a single hit! I would line up for their head, chest, body, it didnt matter. And fire at them. No hits. THis is when they are lying prone sniping people or at the stationary machine gun. I was just wondering what was going on.
Sure I got some kills occsaionally, but it was so bad, that I just had to close down the game. When I reconnected it was fine.
Re: 1.4 first impressions: the good, the bad and the ugly.
Originally posted by G|z
I believe that was me you were sparring with :p
Yes. I salute you! :)
Originally posted by sidtherat
ping.. ping is a problem no patch can overcome. some games use prediction models, some use large hitboxes, some dont use anything - all ways are equal when it comes to realy high pings - and i consider 250 as a high ping - you are going to die.. simple
True.
It’s easy to understand why this happens. The server has information about the game at every moment. The client has it at a certain rate, determined by the ping. I had info about the other player’s position every 250ms, while he had info every 50ms.
So by the time I got info about where he was and had a shot at him, he was already gone and I was shooting at an empty space. This is the main problem with high ping.
Using prediction models could be a way to counter that, but what if the prediction is not accurate (I mean, nobody can really predict the future?!)
I think there may be another way: what if the server could store info about several moments in time, like a set of information for every client?
When a player shoots a weapon, the server checks the hit or miss using info from the player’s set of info and not the current info (present time), which is not yet sent to the player because of high ping. This way ping doesn’t matter. It’s like a synchronization of the server with the player (whatever the ping).
This also raises the power needed and the memory requirements for the server. But with the powerful computers nowadays, I don’t think this could be a problem.
This has nothing to do with 1.4, but talking about solutions for known problems (like high ping in games) could be worthwhile.
Re: 1.4 first impressions: the good, the bad and the ugly.
It’s easy to understand why this happens. The server has information about the game at every moment. The client has it at a certain rate, determined by the ping. I had info about the other player’s position every 250ms, while he had info every 50ms.
in reality is much more complicated, and more simple at the same time - server stores snapshots of the game - times of the continous state saving are over, because it led to more problems than it solved. old q3 engine, engine with the best net code out there used snapshots - 25 positions a seconds [you could change that with sv_ variable to something higher, but in reality nobody did that]
so each 1/25 second server takes ALL players, models, objects and see their relation to each other, and send that whole info to ALL players - of course using some compression and additive coding [you store only changes, there out of sync problems sometimes come from] it is possible, for objects to miss, or server dont see the collision, because models were in positions not likely to collide in future and prediction model failed. all nowadays games use some kind of lag compensation, because lag is a common and you cannot take it out, just like a drag in car on plane industry - is is simply there.
i actualy consider bf2 engine to be quite good lag-issue wise - it has some problems related to implementation, not general idea. i can have a very pleasant, trouble free game of bf2 with ping 120-150. some ghost shots can happen, some tank shels can go trough, but i can live with. real problem is with AA missiles, that simply are too fast for current snapshot collection speed. at one time missile is far form target, at the second notice it passed it.. no hit and everybody are angry
if you are pissed at bf2 netcode, try some q4 games.. 4 times low max-player count and experience that is so-so at best. due to natcode.. painkiller also suffers from this problem, it is a great LAN game, but very so-so in open internet
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