Technical solution to eliminate desync in single-player sessions
" I'm sorry, but you're wrong. If you give me the seed, I can calculate the outcome which is best for me 1,000+ times a second. The client cannot be trusted. |
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"' Hopefully more people support GGG through the shop or future support packs. AMD Ryzen 7 5800X MSI RX 2080 Samsung 980 Pro SSD 32GB GSkill Trident-Z Last edited by Eep#5463 on Nov 18, 2013, 11:44:50 PM
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It would be nice for GGG to come out and say they are devoting significant resources to this problem and willing to do whatever it takes to fix it. Instead I'm reading things like they are hoping to improve the sync in the future, that is not the kind of thing the gives people lots of faith. That fact that other small balance related items and additions seem to be taking precedent over this gaping hole is disconcerting.
A purity nerf is small potatoes next to an unplayable-at-times game. |
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" Praise RNGeesus. You have seen the light. 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
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" Just think about it. If you know how to make a snapshot that will be validated, even if it's validated very frequently, you can run simulations for a large number of snapshots to find one that yields the best outcome and send that one to be validated. Last edited by Malero#2160 on Nov 18, 2013, 11:23:25 PM
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Thx GGG you replay in this thread too.
People learn to live with it and adapt your gameplay to the engine. You have adepted to so much in your live already. I did it and have no trouble with desync. Ofc if i try to rush things i get desynced if I do not care and I do not use /oos Why you should try Harcore http://www.pathofexile.com/forum/view-thread/209310/page/1 Last edited by tadl#0113 on Nov 18, 2013, 11:23:11 PM
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" Well, I'm pretty sure I have a firm grasp of what seeds are and how they are used. Ever willing to be told differently however. Let's imagine a 3 second slice of time, with seeds (snapshots) generated every second. We'll use the first digit of each seed to determine movement of mob. Second 1 Seed: 1492 Movement: North Second 2 Seed: 4563 Movement: South Second 3 Seed: 8342 Movement: SSE Simply put, there is no way to use constantly random data to move a mob in any particular direction (say towards the player). I see what your trying to say, but it's just not possible - random data makes for random movement. " I'd be curious to see how you solve projectiles and moving targets without prediction. Don't feel the need to respond quickly (or at all if you don't want to), just the musing of of a random stranger. EDIT: Okay, well I see a dev answered qwave, so now I feel silly for pushing him (qwave) for more answers. That's all I was trying to do, flesh out his responses so a dev wouldn't have to. (You were a little light on the details :P ) Last edited by MeltingPoint#1763 on Nov 18, 2013, 11:35:58 PM
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this threads makes me feel very lacking in technical knowledge.
IGN: Arlianth
Check out my LA build: 1782214 |
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" Great post Rhys, with excellent points. It's great to see such a thorough response from GGG. IGN: SplitEpimorphism
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" It wouldn't be random because GGG would have to give the client the ability process what their server processes now: the enemy AI. The client would basically be running it's own server and sending in a snapshot of what happened to the real server to be validated. It wouldn't work. The client cannot be trusted. |
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