Technical solution to eliminate desync in single-player sessions

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SkyCore wrote:

This is totally off topic, a shame, as i have a lot to say about it. As for my grammar and attitude, you can shove those comments up your ass. You are attempting to judge me by how i have not conformed to society, not by the merits of the content i offer. Seems to me you are unable to invalidate any of my sound reasoning and resorted to high browed class warfare.

I judged the merit of the "content" you offered and found it lacking. I postulated that its lack of worth stemmed from your lack of real world experience which also resulted in those other aforementioned character flaws you posses and continue to demonstrate. Don't worry, you'll probably outgrow them someday, most of us do. I didn't really see any reasoning, sound or otherwise, feel free to point it out...
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SkyCore wrote:

The nerve of you to make such bold statements. Your OPINIONS are shrouded in such a way to deceive ppl into thinking they are facts. Perhaps it is possible to do better, perhaps not.

Since it's a factually correct statement, supported by the fact that they themselves have stated that improvements are coming thus implying improvements are possible, I'm pretty comfortable with it. The fact that I write asynchronous simulation code for a living also makes me feel pretty good about that statement.
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SkyCore wrote:

Calling me rude for not accepting false statements, for pointing them out, and for not tolerating personal attacks is laughable. Do not provoke me further.

I actually didn't call you rude, I said you were not contributing to the discussion with your incoherent and largely pointless post. Feel free to consider yourself provoked or not, that's totally your call.
I find YOUR remarks( with respect to me) offensive and antagonistic. If such things are allowed i can all to well respond in kind.
If you consider the lack of conforming to some norm determined by culture and tradition to be a flaw, then that speaks to your lack of wisdom. Your lack of wisdom is the same root cause of the majority of the ills in this world. And frankly, the rest of us would be better off without you in it.
'The majority' do not determine truth. 1 + 1 = 2 regardless of how many people stupidly say its 3. The status quo has been driving war and conflict since the origin of the species. To me you are a lesser life form. And i feel dirty for sinking down to your level to say this.

For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by SkyCore#2413 on Nov 22, 2013, 7:45:38 PM
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SkyCore wrote:

'The majority' do not determine truth. 1 + 1 = 2 regardless of how many people stupidly say its 3. The status quo has been driving war and conflict since the origin of the species. To me you are a lesser life form. And i feel dirty for sinking down to your level to say this.


If one has a method of ensuring reliable synchronization over an unreliable connection he should contact the designers of TCP, please. Some desync is unavoidable; the attempts of certain posters in this thread to create the networking equivalent of a perpetual motion machine is very amusing.

That being said, GGG appears to want the client to be totally untrusted, even for things that are possible to replicate with legitimate mechanics. Walking near a crowded doorway without using leap-slam or the like is still a deathtrap because they do clipping on the server; it was annoying enough that I used to have a backup weapon on my mages so I could leap slam if I needed to go through doors.

Enemy damage still needs to be done on the server for obvious reasons and would be a major cause of desync if someone was playing a character that could be stunned. Since stun exists, enjoy running US or items that give it.

GGG also only seems to do state updates if you exceed a very, very large error bound. I would much rather have continuous rubber-banding: I have 60 ping and I'd much rather deal with sliding a few pixels frequently than teleporting about half a screen over.

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gonzaw wrote:
The hacks or hacker won't be able to manipulate this lower-level entity (won't have sufficient OS permissions, etc), so he can't access anything about it, or manipulate it into "simulating" the client.


Please tell me more about these hackers who can't patch the exe. A lot of hacks assume you have SeDebugPrivilege, which is essentially equivalent to root. There's attempts at verification of the exe like Blizzard's Warden, but that's more of a speedbump (note wowglider etc).

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mjkittredge wrote:
We don't know what they've tried, or if they've had much success, or if they are partially on to something and need to do more testing. I suppose they wouldn't want to get our hopes up prematurely just to have to come back and say later "Hey that thing we were working on we told you about, that we thought would reduce the desynch, well it turned out to not work, back to the drawing board, sorry."


No thanks. The last time they fixed their netcode, they gave us the current state of the game and removed /oos, it was fixed after all...

All of this being said, if you want to lose confidence in GGG, just look at their Content.ggpk handling and you're probably good.
you've probably met your low-IQ posting quota for the day, skycore.
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genericacc wrote:
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SkyCore wrote:

'The majority' do not determine truth. 1 + 1 = 2 regardless of how many people stupidly say its 3. The status quo has been driving war and conflict since the origin of the species. To me you are a lesser life form. And i feel dirty for sinking down to your level to say this.


If one has a method of ensuring reliable synchronization over an unreliable connection he should contact the designers of TCP, please. Some desync is unavoidable; the attempts of certain posters in this thread to create the networking equivalent of a perpetual motion machine is very amusing.

That being said, GGG appears to want the client to be totally untrusted, even for things that are possible to replicate with legitimate mechanics. Walking near a crowded doorway without using leap-slam or the like is still a deathtrap because they do clipping on the server; it was annoying enough that I used to have a backup weapon on my mages so I could leap slam if I needed to go through doors.

Enemy damage still needs to be done on the server for obvious reasons and would be a major cause of desync if someone was playing a character that could be stunned. Since stun exists, enjoy running US or items that give it.

GGG also only seems to do state updates if you exceed a very, very large error bound. I would much rather have continuous rubber-banding: I have 60 ping and I'd much rather deal with sliding a few pixels frequently than teleporting about half a screen over.

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gonzaw wrote:
The hacks or hacker won't be able to manipulate this lower-level entity (won't have sufficient OS permissions, etc), so he can't access anything about it, or manipulate it into "simulating" the client.


Please tell me more about these hackers who can't patch the exe. A lot of hacks assume you have SeDebugPrivilege, which is essentially equivalent to root. There's attempts at verification of the exe like Blizzard's Warden, but that's more of a speedbump (note wowglider etc).

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mjkittredge wrote:
We don't know what they've tried, or if they've had much success, or if they are partially on to something and need to do more testing. I suppose they wouldn't want to get our hopes up prematurely just to have to come back and say later "Hey that thing we were working on we told you about, that we thought would reduce the desynch, well it turned out to not work, back to the drawing board, sorry."


No thanks. The last time they fixed their netcode, they gave us the current state of the game and removed /oos, it was fixed after all...

All of this being said, if you want to lose confidence in GGG, just look at their Content.ggpk handling and you're probably good.


I'm mostly agreeing with points raised here.

Many people don't seem to understand the nature of dynamic simulations (or dynamics at all), prediction tries to mask effectively huge undersampling. Want significantly reduced desynchronization? Don't undersample so horribly, increase update rates and try to lessen latency.

I expect some of this to inevitably be implemented (after all, it's the easiest, perhaps not the cheapest), but it's pretty hard to speculate.

I would at this point love for GGG to respond to people (like me) who are certain desync won't get significantly better without these measures, about what they are attempting to do.

If the answer is something like tweaking skills or trying to solve for inverse quantum dynamics, I'm going to have to laugh and walk away.

Edit: Sorry about this not relating entirely to desync for solo play, but I have to comment on this occasionally.
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MrMisterMissedHer wrote:

If the answer is something like tweaking skills or trying to solve for inverse quantum dynamics, I'm going to have to laugh and walk away.


Well there's two obvious issues with mechanics:

1 - Stun: Since damage is (presumably) done on the server, this requires a round trip (>100ms even on a fairly good connection) unless you are guaranteed to stun.

2 - Movement skills: Aiming a movement skill on a mob causes desync since the error accumulates fairly rapidly, especially since movement skills can stun or knockback.

There's not really much that can be done about 1 and I don't see a reasonable way to fix 2 entirely. Still, I think rubberbanding slightly in the air is a better solution than having error accumulate until you teleport half a screen off through a wall.
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genericacc wrote:
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MrMisterMissedHer wrote:

If the answer is something like tweaking skills or trying to solve for inverse quantum dynamics, I'm going to have to laugh and walk away.


Well there's two obvious issues with mechanics:

1 - Stun: Since damage is (presumably) done on the server, this requires a round trip (>100ms even on a fairly good connection) unless you are guaranteed to stun.

2 - Movement skills: Aiming a movement skill on a mob causes desync since the error accumulates fairly rapidly, especially since movement skills can stun or knockback.

There's not really much that can be done about 1 and I don't see a reasonable way to fix 2 entirely. Still, I think rubberbanding slightly in the air is a better solution than having error accumulate until you teleport half a screen off through a wall.


As far as I'm concerned, any state variable is an issue with mechanics. Yes, some things cause more obvious artifacting than others and should be prioritized, but you still need to know about status ailments, being cursed, accurate health display and so on.
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FatesDefiler wrote:
you've probably met your low-IQ posting quota for the day, skycore.

Fuck off and fuck you. Im surprised you could take your fingers away from fingering your own asshole long enough to post even this quick and crude piece of shit post
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by SkyCore#2413 on Nov 22, 2013, 9:37:18 PM
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genericacc wrote:

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gonzaw wrote:
The hacks or hacker won't be able to manipulate this lower-level entity (won't have sufficient OS permissions, etc), so he can't access anything about it, or manipulate it into "simulating" the client.


Please tell me more about these hackers who can't patch the exe. A lot of hacks assume you have SeDebugPrivilege, which is essentially equivalent to root. There's attempts at verification of the exe like Blizzard's Warden, but that's more of a speedbump (note wowglider etc).


Could you expand a little bit further?

I think I get what you mean. Hackers can always get root access in the OS. The "runtime environment" would be a user process, or an "exe", and with said root access hackers can basically "hack" anything about said "runtime environment" (same as they would the PoE client), and thus be able to simulate everything.

But is that the only way? Is there a way where even if hackers can get root access they can't just "patch the exe"? Would it require custom kernel code for example?

For instance, imagine GGG get a custom Linux distro made for themselves. They can twink ANYTHING they want, just to cater to PoE and how it handles the client.
Are you telling me there is no possible way GGG can twink their Linux distro, in a way no hacker can ever get full information about everything he needs to know to simulate the PoE client? If so, why?
If this linux distro is open source, would it make a difference? Or would it have to be proprietary (ehm....somehow >_> ) for it to work?

Or no matter how "lower" you get in the architectural level, there is always a way the hacker can "hack" your programs/OS/etc at that level to be able to "hack" PoE?
...what about quantum computers? I bet hackers can't "hack" quantum superposition can they? :P

Please know this is a purely theoretical discussion. I want to know if it is theoretically impossible or theoretically possible to do what I'm talking about or not.
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MrMisterMissedHer wrote:

As far as I'm concerned, any state variable is an issue with mechanics. Yes, some things cause more obvious artifacting than others and should be prioritized, but you still need to know about status ailments, being cursed, accurate health display and so on.


I can't think of a good reason for those to be off by more than the server frame time + your latency, sure. They're important enough that they should probably just be in every frame, it's not like there's enough status ailments for it to take more than a few bytes >_>

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