Update on Deterministic Lockstep

Where are EU servers located?

Living myself in Baltics, would love a server in Sweden or Germany or Poland
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HoolaBandoola wrote:
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HellGauss wrote:
I just want to point out again that the lag/delay problem can be solved by letting the client timestamp its own action (using a relative timestamp with respect to the beginning of the instance), with a few second of tollerance with respect to the server time.

This would allow a complete lag free experience in single player, and should not be so difficult to implement (at least in single player).

If I understood the new model, the only things that is still unknown to the client is the time at which the server receive the input command.



So, you basically want an offline mode for single player? I don't think GGG will do anything like this (even if I don't understand what you're suggesting), since they are pretty clear on this being a multiplayer game. What would for example happen in your suggested mode if you entered a party? Wouldn't the client have to "resync" to the server in that case anyway? My guess is that they are looking at robust solutions that work across the whole game.


I suggest an offline mode up to 2-3 seconds. The reason for which i suggest to start to implement this in single player is that it requires some work to be implemented in multiplayer, so that maybe it is preferable to start with single player only. In mutliplayer it would work as in the (new) predictive model with less possibility to be out of sync. It would also allow a lag-free experience in multiplayer if players are in the same local lan. The game would not be 'offline' because there should be some communication with the server. However there is no need to keep the communication in realtime, it can be dalyed by a few seconds to compensate lag and lag spikes.


The solution is more robust with respect to the lockstep mode. I do not think that the lockstep mode will be a viable solution in large parties.
Roma timezone (Italy)
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BMutsaards wrote:
Will this be the first game with both of these systems implemented?


I was asking myself the same question, this is the first time i have a choice on synchronic vs desynchronic messages to the server on a game...nice
I have 40-60 MS of latency usually, which is pretty darn good, but then spikes of the game freezing NOW.

No, it's not my machine. In 1 week this won't be happening any more just like it wasn't last week but this week it is.

Why are the GGG servers so inconsistent?

Why do some effects slow down the game and hurt lesser pc's?

I would love to know more about the new servers, as this might make lockstep feasible for me. I live in South Africa and at the moment I usually have around 200-220 ping. I guess lockstep mode won't be feasible for me unless nearby servers are created.
CHAPEAU!! VERY VERY WELL DONE!! CONGRATS!
HC SSF Harbinguer : Templar Inquisitor, LVL 94 (RIP).
STANDARD : Templar Inquisitor, LVL 97 (ALL CONTENT DONE)
This could be cool. Desync is the only thing i hate about this game.
"Rest In Peace Desync, we'll miss you greatly" - said no one ever.
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Maowgly wrote:
Good stuff but what will i blame when i die in HC ?


POE keeps getting new Meta's!!!

The new metas for blame on rips is two fold: "RNG", and "Balance".

As you can see, this greatly extends your choices on what to blame. Before there was completely no choice, and only the illusion of choice, so this is a big win.

Skill is still unheard of as a source of blame, as it forever will be.


Edit: RNG is already blamed a lot already for other things, so this might now make RNG a bit OP. Make sure to put an RNG shrine in your hideout to defend against it.
Last edited by DragonsProphecy#4593 on May 8, 2015, 9:20:27 AM
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HellGauss wrote:
I just want to point out again that the lag/delay problem can be solved by letting the client timestamp its own action (using a relative timestamp with respect to the beginning of the instance), with a few second of tollerance with respect to the server time.

This would allow a complete lag free experience in single player, and should not be so difficult to implement (at least in single player).

If I understood the new model, the only things that is still unknown to the client is the time at which the server receive the input command.



congratulations. You just recommended that they implement deterministic lockstep. Well done you...

INB4 That's not what I said...
That's how determanistic lockstep works. It's just their system is more refined and efficient.
"If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
Last edited by TikoXi#0194 on May 8, 2015, 9:26:36 AM

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