What is Desync? (A thorough explanation)

ha i have died to *desync* in hardcore and blame it ^_^, and i am not using it as an excuse if it was a small desync it be ok w/e if it was my fault for dieying its hardcore play again. but when tou died and you see your dead body super far away from where you thought you where is just stupid
i does not always happend but it does. my latency ussualy 100, maybe 130 sometimes.
not in any other game *skips* information sent or has to much info sent at once that only takes half esp in the moving or skills that make you move a wide range, looks like some skills cannot handle the proccess of being used at all lol.

Then you died and you are like WTF? then once you died you actualy see where you desync and you see your dead body like 3 full screens away how is it even possible to be desync that bad with such low latency cause you used a skill that makes you move faster its like sorry cant fix it too bad go pay normal league next tiem dont use that skill our server client bandwidth cant take it derp!
Dont tell me to play non hardcore how boring is that xp loss? i do not actualy enjoy the play style i just hate dieying cause the people who amde this game actualy failed in this regard one way or the other. either its money for servers or skills that cannot be used accuretly or to complicated game for online... w/e it is it is jsut stupid *imo* to try and play the game i would have to play on non hardcore or use a super safe build that does not affect getting desync lolol yay!
TL;DR: GGG can't fix it.

kthxbye
So basically, GGG made a game that is unplayable from a certain point, because trying to push through content with 15% XP penalty for every death is just too frustrating to even bother yourself with this game, having this much of desync around all the time.

Was fun though. Thanks for taking few years of your lives to do a game that is pointless to play at the end. Good job.

Better luck next time though.
Last edited by Toudi_Ogr#5227 on Mar 25, 2013, 8:21:27 PM
The message that I got out from this is that GGG needs more money.

I'll start throwing cash/CC at the screen promptly.
IGN: Iluminado
Thank you for the great post OP.
Like it or not I now know what's going on better. If nothing else I can use this knowledge to try and keep out of bad situations where desync is more common.
BM 2H Big Physical Bigger AoE Ground Slam guide [1.3 Torment] - http://www.pathofexile.com/forum/view-thread/1174531
very interesting, thank you!
I've been wondering about the workings of the desync situation
so after reading all of that, your saying that PoE ignored current hardware capabilities, deciding instead to make the game exactly as they wanted, knowing full well that the hardware (infrastructure) would not support it for many years to come? and the solution to allow this to be viable was to chance the games entire playability on an algorithm that guesses player state. an algorithm (code) that has been previously untested?


yea okay that's good and fine, if it worked it would have been a break through. but c'mon it isnt working.
tpapp157, Thank you for the thorough post. While most of it was stuff I already knew (computer science student), it was nice to see it all explained in a way most people would get. Very much appreciated.

A lot of people don't appreciate just how difficult it is to accomplish so much with limited resources. It's this pushing of the limits that drives development on other fronts though, like hardware (especially hardware for telecom/networking related stuffs).
Participant in race seasons 3/5/7, Legacy HC, Harbinger HC, and Betrayal leagues. I primarily play homebrews.
Last edited by FailsWithTails#2847 on Apr 4, 2013, 3:54:40 AM
"
xIronGolemx wrote:
tpapp157, Thank you for the thorough post. While most of it was stuff I already knew (computer science student), it was nice to see it all explained in a way most people would get. Very much appreciated.

A lot of people don't appreciate just how difficult it is to accomplish so much with limited resources. It's this pushing of the limits that drives development on other fronts though, like hardware (especially hardware for telecom/networking related stuffs).

Now you had better stop being lucid and reasonable or I'll report you straight to a mod!

Don't you know that everyone who plays POE has a PhD in ones and zeros?
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
There are literally hundreds of ways to reduce desync to as minimum or even to get rid of it completely, one of the most widely used is a simple technique called "trust the client".

To follow your post let´s take the example with the skeletons in a room, your toon runs out the door, the skellies following him.

On his client he hits Skellie #7 which passes the door first. In your example there is a major desanc because the server had another skellie passing first so it´s impossible to hit skellie #7 resulting in a complete client sync, rubberbanding and probable player death.

When using the "trust the client" method, the server has only limited knowledge of the surroundings, in fact the server only knows there are skeletons on your screen, so now the client tells the server "I hit skellie #7 with 125 physical damage"

The server now performs a probability check, like "is there a skeleton in your vicinity? can your weapon hit by that amount?" if those questions are answered yes, the server just sends "affirmative" back to the client. Everything else, positioning, hit or miss, crit or not, how many enemies are hit etc. is done by the client. The server only keeps track of mana and health of everyone involved, so you would be able to freeze your health on your client by tools like artmoney, but it wouldn´t help you as when your health drops below 0 on the server you will be dead no matter what your client thinks.

Of course there are downsides in this method, as obvious it would open doors to cheating by altering the communication between server and client and telling the server you just hit with maximum critical damage every single time.

But as in "trust the client" systems communication normally is heavily encrypted it would take any potential offender pobably way longer to decrypt the communication protocol than the game will be on the market.

I somehow consider your text as example in "marketing by detaining facts". The only question is, why are you doing marketing for GGG?

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