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narb777

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    lN a r b

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  1. no to prometheans...but their "blink" ability would make for an interesting AA for a spartan IV.
  2. The amount of up/down bandwidth you have really doesn't matter as much as how much latency is on it. You can have a 50Mbit u/d connection with high latency that doesn't work as well for gaming as a DSL connection that is close to a NOC. Not quite, you are over generalizing. Very often you have teams of friends that don't have great internet that play together but they are geographically very close to each other (I'm talking same city...not country)...being friends and all. When the game is setup it decides who is going to be the best host for the match. Since 4 of 8 in an Infinity slayer match have a good connection to each other its only natural for the game to chose one of them as host even though they have a subpar connection to the rest of the internet. I agree that a good connection filter would be a good solution. There is a downside to this though, long wait times for a game and lower playlist populations...many people don't want to wait 10 mintues for a game with a decent connection...but it would be nice to give the option to those of us that do. I think that the mixture of client-side hit detection and lag compensation is an all around good idea...I just think that the window of opportunity that the game allows is too long based on this games fast kill times. In the end the idea behind it is to make the game better for everyone playing..it just needs some tweaking.
  3. I too have noticed times I rock with the DMR and other times I die before I knew what hit me. From my point of view I was hit once, and before I could react was dead. The kill cam shows 6 or 7 shots coming my way (1/3 to 1/2 the screen away from my spartan sprite). I know this is from the lag compensation, I do networking for a living. Problem with creating a lag compensation tool where the user can edit it is that the user can edit it...it is a great idea but will only create additonal problems. To be fair the only way this can really be done is for the matchmaking setup to actually perform latency tests (with the same type of packet and port that is used for gameplay) at the beginning of matchmaking and adjusting the lag compensation from there. This creates an incredible set of challenges: Online games use UDP packets that have no error control or SYN/ACK relationship. This creates faster gameplay but if network conditions are bad what is displayed on your screen is not always the best snapshot of what is going on (lag jumps). By default most people try to know what their "ping" is. This is a very deceptive number. You may have a great ping to serverwithtonsofbandwidth.com but not to the decided host of the game. Also ping is ICMP data which can be routed with a priority different to UDP or TCP packets upstream from your router with no way of you knowing. Most home internet connections are asymettric..and as such have a different latency getting to and from a destination. There is also "jitter" or sway in your min/max ping times. Network conditions change during a game as the oher person in the house starts watching youtube during the game...etc. There are so many variables that make a user-controlled form of lag compensation adjustment not viable or reliable. Maybe if they were to code in a UDP ping capability that is done behind the scenes and adjusted on the fly things would be better....truthfully...things would be much better if they were just to lower the thresholds for acceptable connections to each other....as it stands now...a lag compensation variable that is >= kill time with a standard loadout weapon is just asking for a ragefest.
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