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zunderholz

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About zunderholz

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  1. I'm going to play around with iperf and see if I can figure out anything with my connection, and then I'll share what I did here. May help other people.
  2. Oddly enough I tried one game of pubg and was getting random upstream loss, but I get an A+ on dslreports and my modem connection is well within range. So I have an issue somewhere but it'll be hard to debug.
  3. zunderholz

    Packet loss - Upstream 5%

    Lol, isps can be evil.
  4. If you're using the new Network Information function to see your ping and packet loss, I'd highly recommend using a site like http://www.dslreports.com/speedtest to check your line quality. Anything less than an A on the quality rating of your test result and you probably have something wrong with your router, modem or physical cabling to your ISP. Depending on your ISP, you may be able to login to your modem or gateway and see some stats on line quality. For example, if you have cable Internet, you may be able to login to your modem and see your power levels (dBmV) for your upstream and downstream channels. You can then compare those power levels to published specs (if your ISP provides them) to see if they're out of range. Any upstream or downstream channels out of range would probably mean your physical line is damaged and needs to be replaced. If you have packet loss, but nothing looks wrong on your modem, it could be an issue with your router. You could try rebooting your router, and check all of your network cables from your pc to the router to the modem. If you're using wifi ... don't.
  5. zunderholz

    Packet loss - Upstream 5%

    http://www.dslreports.com/speedtest Run this Internet test. It'll test your bandwidth as well as your line quality. If you get anything less than an A for quality, you probably have something wrong on your end. You could have a bad router, modem, or a bad physical cable to your ISP.
  6. He's right about region lock. It won't fix the problem. If they put a cap on lag compensation for players with high pings, it'll mitigate players from any region that have bad pings. Very surprised how good and stable the netcode is now. Their timeline for the year is actually very plausible.
  7. zunderholz

    Desync on LAN

    Twitch streams are only like 6 Mbit/s. Business-class switches are going to have 1000 Mbit/s ports, and switching fabric to handle quite a few ports near saturation. Not to mention they'd probably have 10 Gbit/s ports for stacking. I really don't see how handling the streams and the game traffic, which is negligible, would saturate a LAN and cause latency. They could have bufferbloat on the WAN port if they saturate the link, but if the server is on the LAN it wouldn't make any difference. There's no way the LAN link to the switch would be saturated, and there's no way any individual streamer would saturate their own port, even if it were a 100 Mbit/s port.
  8. zunderholz

    Desync on LAN

    I still find that kind of hard to believe. Even if their switches were configured to 100baseT for each port, I can't see how any commercial router at this point wouldn't be able to handle game traffic (nothing) and a full HD stream on half the ports. Switching fabrics would be able to handle say 30 MB/s sustained on each port. Now, their WAN connection for the streams could have issues and perhaps some latency from bufferbloat, but if the server was really on the LAN it wouldn't matter anyway.
  9. zunderholz

    Desync on LAN

    I think from the videos above, it looks like the server viewed Doc as being lagged and applied lag compensation. If someone had a clip of that kill from Doc's stream, I'd bet his aim was on target and he downed the player before the got behind the wall. The server sees him as being pretty significantly lagged; His aim is behind the target and the target is killed behind the wall. The other streamer is killed behind the wall by a "magic bullet", as you'd see in any game with aggressive lag compensation against a high ping player. The problem above is it's on a LAN, and there shouldn't have been any lag at all. The whole point of a LAN is to have <1 ms of latency. So, either Doc had high latency on the LAN, for some reason, or the server simulation is seeing him as lagged when he's not. Both are pretty unacceptable, but the latter is far worse because it would mean the game is inherently broken. Now, I'm not sure what their tick rate is on LAN, because that will affect latency. That is an early-game clip with 75 left alive, so if it matches the online tick rate it could be quite low. If it's not a tick rate issue, then I'm not sure where I'd guess the problem is. I'm not sure what servers use to measure lag for applying lag compensation. Edit: I think typically multiplayer games operate on a tick count, so if a server receives a shot at a particular tick count, it will go back to that previous tick and figure out where the players were at that time, then determine if it's a hit or not. Pubg has a variable tick rate, so I don't know how that works.
  10. zunderholz

    Desync on LAN

    From the server view, Doc is clearly lagged so the lag compensation allowed him to kill that guy behind cover. That would be how it should be handled online, if he had a high ping, but on a LAN that should never happen. Most good games even put a limit on lag compensation, to prevent magic bullets from hitting you behind cover. So even in the online case, they could still probably do a little better to favour players with better connections. On a LAN, this is just embarrassing. Unless something was wrong with the network, and doc was actually lagged, then the issue must be internal to the server simulation.
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