Q&A: Jonathan on desync solve coming with A4!!!
My faith in this company has been restored. If this is legit...along with new trading system...I can see myself actually committing to spending a lot on this game.
|
|
" I have a ping of 30, soon to be lower with the new london server. I use incinerate and cast 13.7 times per second, each cast taking 0.0729 seconds. I'd get a very small lag on my first cast, but after that my packets (should) be being sent and received by the time I'm actually able to cast again. This would mean there's only ever a remotely noticeable lag on my first cast. If echo and multistrike only count as one action to the server then the ping range can be 2-3x higher than your cast/attack time for continuous fire. GGG seem to be in early days with this, but if they do it right we will experience no per-skill issues. Even if there is lag per action and everything's unaffected by echo/multi/cyclone etc, then even as a fast firing incinerate character, an extreme case, I'll lose 17% DPS with my soon to be improved 30 ping. This is a worst case scenario. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui Last edited by Wooser69 on Apr 12, 2015, 4:26:38 PM
| |
" Budget was definitely their biggest issue. Back in CB was when they implemented the /oos cooldown because it was crashing instances if used too often. They never had the manpower to afford to write an entire new netcode. Having an abundance of servers to allow everyone to have a low ping was likely not cost efficient back in the day. It's good to know that my money has gone towards not only improving the game, but improving it for years to come. So many people I know who gave up on the game due to the netcode are now interested in the new patch, not because of the content, but simply the new lockstep method. GGG are gonna bring back a lot of players with this addition. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
| |
This is very exciting news! It seems GGG is really focusing on any flaws the game has, and that makes me relieved.
|
|
" My ping jumps between 30 and 40 (usually), with a London gateway it will reduce dramatically. I'd considered latency with flicker in the lockstep code and I agree it could make flicker a bit clunky. What I'm absolutely certain of, though, is even with higher ping, flicker couldn't be as clunky as it is in prediction where you desync, guaranteed every few seconds. Casually casual.
|
|
can the bay area get a server, in san jose or something ? I mean, being in silicon valley should count for something ?
I get ~60ms to texas servers. its not terrible but really, could be better. | |
I'm between 60-80 to Texas... I still think you'll know the difference.
|
|
Very good news to hear, but I don't see the relevant thread on reddit, can OP post link?
For POE Devs: https://www.youtube.com/watch?v=ea6UuRTjkKs
Died like this in HC before: https://www.youtube.com/watch?v=nVsgFUiD-Y8 u_u |
|
" http://www.reddit.com/r/pathofexile/comments/324u94/rewrite_of_netcode_with_a4_to_reduce_dsync/ Casually casual.
|
|
" there is really no equivalent to hard syncing as in context of in the predictive model (do it often enough and it kinda defeats the purpose of the model itself) to the 'usual' model employed by most games out there. the deterministic lockstep approach is just an entirely different animal. starting from the fact Im quite sure it will be over UDP as opposed to TCP which PoE currently uses, to how inputs are sent and responded to the predictive model allowed client to do some 'guesswork' before hard sync lockstep model can be thought as a ton of fast incremental steps of inputs exchanged between client and server each time you input controls. you can think of it as a ton of really fast 'hard syncs', but its not quite that, because it relies on determinism.. d.l's main aspect is that same exact inputs give the same exact outputs, down to bit level. server will approve every client action without letting to move on. deterministic lockstep will be very, very clunky at anything over 100 ping in a fast paced game like poe, Id venture to guessy. |