Co-Op unplayable input latency

I'm not sure what netcode GGG is using. But it's obviously something not good and out-dated. At end game, co-op is unplayable in the majority of games. Input latency is off the charts. I don't think I've played a online game with as much input latency as this in many years (probably over a decade). It reminds of netcode before developers started frame skiping and rollbacking animations to curb delay.
Any news on if GGG plans to actually make a functional online component to their game this time around? Or is this another "online" ARPG that will soon just become another niche title that caters only to online trading.
Last edited by Icesinnox#6517 on Feb 24, 2025, 8:21:11 AM
Last bumped on Feb 24, 2025, 12:02:18 PM
Is there a difference between the server you play and the person you play with?

Let's say, you're from US and playing with someone from EU
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_rt_#4636 wrote:
Is there a difference between the server you play and the person you play with?

Let's say, you're from US and playing with someone from EU


there's a difference. There's more delay of course. But there is no way to know who's from where. There's no input metrics ( ping ) next to game you're joining.
With this netcode though I think even if you played for example from france to sweden (both in Europe). It's still going to have noticeable input latency.

Some soutions I would ask for is having the option to put a player cap limit on games. The more players in a game the more latency. So being able to cap a online game at 3 players would be useful. Ping times next to onlien games. So you're not joining games which are going to be unplayable. Better netcode.
From what you said, I suspect what you're feeling is not input latency, but latency itself.

Pressing F1 twice, I think, you can see your latency towards the server you're connected.
"
_rt_#4636 wrote:
From what you said, I suspect what you're feeling is not input latency, but latency itself.

Pressing F1 twice, I think, you can see your latency towards the server you're connected.


it's latency. But the way that the game handles latency is that they're not using any specific tech to get around it. if you boot up a modern online game, such as a COD title. You don't end up with input latency. Usually you get frameskips, rollbacks, rubber banding etc. Which can be unplayable on high latency but is more playable on low to medium latency.
Last edited by Icesinnox#6517 on Feb 24, 2025, 9:03:07 AM
You could be playing with a console player, or you could be playing on a console, endgame is completely unplayable on a console, you will suffer huge fps loss when playing on a console or with someone on a console, the moment you play an atlas map, doesn't happen in acts though. And its so bad it makes you feel like your playing on dialup.
that's an issue

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