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Playing WW2?

 

You have to camp and headglitch and move very carefully, never sprint if there's the possibility an enemy is around (there always is), check every corner/corridor/passage/headglitch at the same time whilst always checking behind you (at the same time of course), jump round corners, dropshot, etc.

 

Basically you can't run around and have fun like you would expect of a Call of Duty. Everything in the game is geared towards getting you into a gunfight (or near a random grenade) as quickly as possible after you spawn and then killed shortly thereafter.

 

Watch some vids of people getting V2s. That'll show you exactly how you have to play this game if you want to do well. You have play boring unless you've got Scump level skills.

 

That's why a lot of people are hating it at the moment.

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it doesn't matter if I camp drop shot or jump or anything lol if it's not a headshot I don't win lol. and out of 7k kills, I have 800 headshots which I don't think is too bad 

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While we preach ping is King, developers method of balancing ping differentials negate any ping advantage. I ping 3-4ms on my main local server. You would think it would feel awesome like I was ahead of people but not true. A 4ms ping feels the same as a 70. I only feel like I'm ahead of people on some connections between 120-160ms. Weird!

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it doesn't matter if I camp drop shot or jump or anything lol if it's not a headshot I don't win lol. and out of 7k kills, I have 800 headshots which I don't think is too bad

 

The the bar with 4x optic, high caliber and quickdraw is your friend. The ease of head shots is miles better than any other rifle.

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While we preach ping is King, developers method of balancing ping differentials negate any ping advantage. I ping 3-4ms on my main local server. You would think it would feel awesome like I was ahead of people but not true. A 4ms ping feels the same as a 70. I only feel like I'm ahead of people on some connections between 120-160ms. Weird!

I know my best games comes on 110+ pings which is strange and no matter what settings I use on the duma nothing work throttled connection is the same as 100%

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The the bar with 4x optic, high caliber and quickdraw is your friend. The ease of head shots is miles better than any other rifle.

the bar don't have enough bullets for me in on headshots smh and it still dont matter to if I play core or hardcore because it still takes me 2 clips and I still die 

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no matter what settings I use on the duma nothing work throttled connection is the same as 100%

 

The CC sliders work by eliminating local congestion on your own network. They don't affect your ping, hit detection, ttk or anything else, unless you are suffering from local congestion.

 

 

the bar don't have enough bullets for me in on headshots smh and it still dont matter to if I play core or hardcore because it still takes me 2 clips and I still die 

 

I understand what you're saying, which is why I'm not playing WW2 - it's not a fun game.

But it doesn't take 2 full clips of the BAR unless you're aiming like Stevie Wonder.

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Could it be because my isp routes me to another state before it go to the game server?

 

I doubt it.

Normally I'd ask you to provide a video of what you're seeing but I already know exactly what you're seeing so there's no need.

You've just got to wait it out until Sledgehammer Games patch the game to make it less shit.

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Like this morning in tdm I ran right up on a dude put a full clip of the bar in him and he turns around and stabs me and I die lol.. I just wished they would remove dedis since they were introduced in bo2 I have had nothing but issues heck even battlefield 1 gives me the same issues. The only game I can play atm is overwatch it's the best playing game I have

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Could it be because my isp routes me to another state before it go to the game server?

IMO, no. Im trying to find this old Black Ops 2 video that supports what Im about to say. I, in no way am an expert on networking. Please understand that. All i know is what I feel. This might need to be its own topic if i can find the old video.

 

IMO, you are experiencing what is referred to as "lag compensation". People are on one side of the fence or the other when this comes up. While there are networks specialist saying its not lag compensation putting you at a disadvantage, I believe lag compensation is putting you at a disadvantage because "it has to". Why do I think this? Im a very old school PC gamer. On the original COD, you could see exactly what ping you had to the server as well as the other players ping. It was always consistent. If you had the best ping you did very well. Your matchs felt as good in relation to how low your ping was. Thats just the way it was. Now in COD, any ping below 80-100ms feels the same. My 4ms ping match feels the same as a 70ms ping match in terms of being ahead of players. You would think a 4ms ping would feel awesome. I dont feel like im ahead of people at the low pings. Some matchs feel like im ahead of the others but those are around 120-160ms ping and only in some of those matchs. Probably has something to do with who and where the other players are from.

 

Network specialist say there is no disadvantage being given by lag compensation. IMO, i think there is very good reasons why they think so. If you send an ICMP ping out for the purpose of ping measurement. All connections will treat it as an ICMP ping and treat it properly with out delay. Outside of the live gaming communications packets you wont see any delay. I really dont think you will see any delay in gaming packets from a network specialists view. Just think about it. If you ping 30ms to host and another player pings 100ms to host, if the host delays your packets that would create huge problems. If the host properly delayed packets to compensate for the lag differential, then when you did experience a temporary rise in ping, you would be totally screwed. It would defeat the purpose. But if the host does not delay any packets and sends them as soon as possible. Your console could delay the display the commensurate amount of MS to compensate for the lag differential. If the display is being delayed, the lag compensation does not show up by any means visible to a network specialist.

 

The video im talking about was done during the Black ops 2 days. Im trying to find it because im going off of memory right now and im not certain of the exact range. In short this guy showed how there was a standard default threshold delay of display signal from the console that was absurdly higher than display response rate. I want to find this video because i think it was around 70-90ms delay. What this means is nobody could get a display rate faster than the threshhold, it could be higher though. The idea was that player ping differentials were measured and the appropriate amount of compensation was added to the display delay of the lower ping players. Thus is why all actual pings below the display delay threshold would feel the same.

 

So this is the reason Im thinking that my connection feels exactly the same when comparing a 4ms connection to a 70ms connection. A 4ms connection on the original cod game would render a rediculous feeling connection. If you have an above the threshold connection and there are several players with 30ms ping then the above also supports the thought that the higher connection could feel better because they wouldnt be getting the additional display delay.

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IMO, no. Im trying to find this old Black Ops 2 video that supports what Im about to say. I, in no way am an expert on networking. Please understand that. All i know is what I feel. This might need to be its own topic if i can find the old video.

 

IMO, you are experiencing what is referred to as "lag compensation". People are on one side of the fence or the other when this comes up. While there are networks specialist saying its not lag compensation putting you at a disadvantage, I believe lag compensation is putting you at a disadvantage because "it has to". Why do I think this? Im a very old school PC gamer. On the original COD, you could see exactly what ping you had to the server as well as the other players ping. It was always consistent. If you had the best ping you did very well. Your matchs felt as good in relation to how low your ping was. Thats just the way it was. Now in COD, any ping below 80-100ms feels the same. My 4ms ping match feels the same as a 70ms ping match in terms of being ahead of players. You would think a 4ms ping would feel awesome. I dont feel like im ahead of people at the low pings. Some matchs feel like im ahead of the others but those are around 120-160ms ping and only in some of those matchs. Probably has something to do with who and where the other players are from.

 

Network specialist say there is no disadvantage being given by lag compensation. IMO, i think there is very good reasons why they think so. If you send an ICMP ping out for the purpose of ping measurement. All connections will treat it as an ICMP ping and treat it properly with out delay. Outside of the live gaming communications packets you wont see any delay. I really dont think you will see any delay in gaming packets from a network specialists view. Just think about it. If you ping 30ms to host and another player pings 100ms to host, if the host delays your packets that would create huge problems. If the host properly delayed packets to compensate for the lag differential, then when you did experience a temporary rise in ping, you would be totally screwed. It would defeat the purpose. But if the host does not delay any packets and sends them as soon as possible. Your console could delay the display the commensurate amount of MS to compensate for the lag differential. If the display is being delayed, the lag compensation does not show up by any means visible to a network specialist.

 

The video im talking about was done during the Black ops 2 days. Im trying to find it because im going off of memory right now and im not certain of the exact range. In short this guy showed how there was a standard default threshold delay of display signal from the console that was absurdly higher than display response rate. I want to find this video because i think it was around 70-90ms delay. What this means is nobody could get a display rate faster than the threshhold, it could be higher though. The idea was that player ping differentials were measured and the appropriate amount of compensation was added to the display delay of the lower ping players. Thus is why all actual pings below the display delay threshold would feel the same.

 

So this is the reason Im thinking that my connection feels exactly the same when comparing a 4ms connection to a 70ms connection. A 4ms connection on the original cod game would render a rediculous feeling connection. If you have an above the threshold connection and there are several players with 30ms ping then the above also supports the thought that the higher connection could feel better because they wouldnt be getting the additional display delay.

7ms feels like AIDS for me. But just a heads up: lag comp doesn't increase your latency, or reduce players' high latency or anything like that. It's designed to sync information according to real time (server perspective) because everybody's game runs in a state that looks different due to latency. Lag comp is there to ensure that if you were on target according to server perspective, then you'll get a hit. If there was no lag comp you'd have to lead your shot by an indeterminate amount because you couldn't use a player's model as reference to find their hit box, as they wouldn't be lined up. More info here:

 

http://denkirson.proboards.com/thread/5972/networking-lag-compensation-hit-detection

 

If anything, lag comp (or its more accurate, less misleading name anti-lag/rewind time compensation) doesn't work well enough because even slightly laggy players are clearly ahead and out of sync with the world and how you see it. The only time latency has ever been added to a player's connection was while host in older games, as explained by the above article. Some games gave the host the latency of the next lowest latency player, and if at least half of the players in the lobby ping the host in more than 100ms, an average of the lobby latency is added to the host.

 

This shouldn't be confused with baseline delay (engine lag for want of a better term) that every player in every mode (even LAN/split screen) sees though as that's nothing to do with networking. Even Quake had the same problem.

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Yes, I have read all of that several times over. We get the purpose, I understand the purpose. The thing is that the proof is in the pudding when it comes to how they implement the balance of lag differentials. From a network point of view, you can't see the compensation. What no one explains is how all pings below a certain threshold feel the same while a percentage of games within the 120-160ms feel god like. If lag comp was perfect it would work no matter the ping. So with that said it becomes handing one man's misfortune to another.

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Yes, I have read all of that several times over. We get the purpose, I understand the purpose. The thing is that the proof is in the pudding when it comes to how they implement the balance of lag differentials. From a network point of view, you can't see the compensation. What no one explains is how all pings below a certain threshold feel the same while a percentage of games within the 120-160ms feel god like. If lag comp was perfect it would work no matter the ping. So with that said it becomes handing one man's misfortune to another.

I think the point here is that lag comp isn't the factor in play. There are so many misconceptions, myths and 12 year old opinions floating around out there regarding the "I get lag comped" conspiracy that everyone just focuses on that. The issue is clearly plain old lag, and the world and everyone in it not being synced up correctly.

 

If anti-lag worked as most people suggest it does, games with all local players with everyone playing at <30ms would be the worst because everyone would be "articifially delayed", which obviously isn't the case because those rare games play the best. Well, for a low latency player anyway. Playing on under half a frame of latency in a lobby full of jittering WiFi packet droppers is full blown AIDS.

 

There seems to be something new in play, especially with IW and WW2. Players with hexagons in IW (who we can infer still drop packets in WW2, like SwaggXBL the hexagod) were a PITA to deal with, moving ahead of where they were seen, sponging and dealing extra damage spikes because of their connection. I've played one game of WW2 with 20% forced packet loss and it gave me the best hit detection I've seen in WW2 thus far. I was still on my usual 7ms to my local server lmao

 

What most people think is lag comp is lag. It just has an irritatingly misleading name. It doesn't "compensate" anyone but instead works to compensate for the effects of lag when comparing a client's state to the server's. It's making up for those discrepancies by attempting to stitch everything together into one accurate series of events. Look up Marvel4 Modern Warfare no lag comp mod if you want an idea of how bad it would be without it.

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