Update on Deterministic Lockstep

Also, remember that he mentioned that they found and fixed multiple problems with the original client predictive algorithm during this process.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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Ascendic wrote:
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lemor0 wrote:
Please specify "Low Latency".
How low are we talking about? sub 150 ms? sub 100 ms? sub 75 ms? sub 50 ms?


Gee reading the post where he says 100ms is super hard


Never seen that post, sorry but im no Forum Lurker
multistrike for cyclone will return?
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In its initial form on Beta, you'll have to select Deterministic Lockstep mode manually. In the future we'll be looking at making it automatic for players with low latency.

Would this be in the form of a slider that lets us set the ping threshold? If so, could we also get some kind of flashing icon or what-not to let us know when we enter or leave lockstep mode?
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lumpycustards wrote:
I'd speculate that this mode will also be desirable for those of us regularly spiking 500-2000+. Even though it will be annoying to have the game freezing, in terms of player control this essentially already happens. It seems preferable in a game like this to retain total player control letting people react to what they see on the screen.

It sounds like it will also safeguard against those character deaths where the client never recovers sync and the player is not shown what happened.


Nope. That's what the old method is supposed to "fix". If 500+ was the norm, I'd just give up :|

An official statement by the devs can provide a better explanation, I'm basing the following on what's normally done with simulation engines in general.


With the old method, the client shows you the result of your actions first, then receives the actual gamestate from the server, overwriting your state if needed (if it's not needed, that's when it's going to be an advantage for people with lag spikes: you don't see any stuttering).
The overwriting is when you see the effect of the resync and thus become aware that you were OOS.


With the new method, think of it as framerate.
An approach of that kind usually involves the client getting a "frame" for each fixed time interval and you'll see only what's being already confirmed by the server.

If your ping sucks (ie: the 500-2000+ you were talking about) you'd see a slideshow and you'd still be unable to react. It's almost totally transparent, but you can't have "total control" if you're looking into half second in the past.

This is more flexible when there's outside interference but relies entirely on the quality of your connection.
Last edited by Darkwings83#6692 on May 9, 2015, 5:29:02 PM
I´m just happy to see ANY results on that after waiting for so long
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
I sit at 30 - 50ms so this new system should be perfect for me, I can't wait to try it.
Wow just wow, haven't played for what it feels like a year, looking forward to my return
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lemor0 wrote:
"
Ascendic wrote:
"
lemor0 wrote:
Please specify "Low Latency".
How low are we talking about? sub 150 ms? sub 100 ms? sub 75 ms? sub 50 ms?


Gee reading the post where he says 100ms is super hard


Never seen that post, sorry but im no Forum Lurker


You mean you didn't see the OP?
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I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
Nice explanation from the dev team. Concise, logical, and end-user friendly in description. Well done!

On a completely unrelated note, I wish I'd have been the reseller that GGG used for their latest round of Server farm purchases... ;)

Kudos to the team on this one. Hopefully this will help fix desynch for the vast majority of players.

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