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About zunderholz

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. zunderholz

    We need aim assist on console

    Aim assist has always meant some form of auto aim as you'd describe it. What you want is some kind of input filtering which could potentially lead to more input delay, because you'd be averaging inputs over time.
  7. zunderholz

    We need aim assist on console

    Pubg needs to fix frame rate which causes input latency issues before they even consider aim assist. Fix the root of the problem first instead of putting a bandaid on top. Netcode is another issue in itself that needs improvement.
  8. zunderholz

    We need aim assist on console

    We don't need aim assist on console. I have a guy on my friends list that regularly gets a lot of nice kills. I watch his clips and the reason I don't get the kills is my aim is not as good as his, plain and simple. I'd rather get good at the game then have them try to even out the skill by providing aim assist.
  9. It's probably not a processor problem, because the PC has the same low tick rates. It could be limits on the server side, but if you compare to other Battle Royale type games, they all have similarly low tick rates for the servers, and update rates from the clients.
  10. It's because the tick-rate from the server is very slow, so your position is constantly being adjusted based on where the server thinks you should be, versus where you have moved on your game client. PUBG has a dynamic tick rate that starts very low, around 15 and increases to around 25Hz as players die off. For comparison, good games have tick rates of around 60Hz and great ones have tick rates of around 120Hz. That is 60 to 120 updates from the server to client per second, vs pubg which only updates from 15 to 25 per second. The reason for this, is the game is syncing a lot of data for a lot of players. Battlefield is 64 players and 60Hz (on some servers in some modes), otherwise it's 30Hz servers. This video is old, so the server performance may have improved since then.