Jump to content

Servers and your line arent the main problem


blackfirehawk

Recommended Posts

CoD adds Processing time to your ingame Ping.. 
Ingame Ping = real Ping + frametime

If you have a real Ping of 20ms + 16ms frametime (60fps) 
Your ingame Ping is 36ms

Consoles didnt reach stable 60 FPS..  Sometimes only 30-40fps.. so +20-30ms are normal on some Maps and warzone. And even on good optimisated Maps you still didnt have stable frames becouse the consoles Auto adjust resolution to come near 60fps If many effects and explosions are going on

The Servers arent the Problem.. Most paketloss and lag is becouse of Not stable framerate and discardet pakets becouse of this.
To process 60 Pakets/sec( 60hz Server)  the Game need atleast 60 FPS because the Engine can only handle 1 Paket/frame (it Use Always the newest Paket) any additional Paket/frame get discardet.


You can have a perfect Line and will still suffer from lags and paketloss

Best hitdetection and Connection you will get in PC with locked 61/121/181/241 FPS

But you need rtss or a Driver limiter becouse the ingame Limiter dosnt Work Well..

On console you cant  do anything becouse of the Bad optimisation and Hardware limits

Link to comment
Share on other sites

Is it at all possible, that say, anti BB + traffic prio + bandwidth allocation add additionally PACKET latency? Which is why people are having a tough time with hit reg issues in cod games? Netduma produced the best quality of packets but what’s about the speed of the packet? Because cod is based on speeds of packet not quality of them 

Link to comment
Share on other sites

4 hours ago, blackfirehawk said:

CoD adds Processing time to your ingame Ping.. 
Ingame Ping = real Ping + frametime

If you have a real Ping of 20ms + 16ms frametime (60fps) 
Your ingame Ping is 36ms

Consoles didnt reach stable 60 FPS..  Sometimes only 30-40fps.. so +20-30ms are normal on some Maps and warzone. And even on good optimisated Maps you still didnt have stable frames becouse the consoles Auto adjust resolution to come near 60fps If many effects and explosions are going on

The Servers arent the Problem.. Most paketloss and lag is becouse of Not stable framerate and discardet pakets becouse of this.
To process 60 Pakets/sec( 60hz Server)  the Game need atleast 60 FPS because the Engine can only handle 1 Paket/frame (it Use Always the newest Paket) any additional Paket/frame get discardet.


You can have a perfect Line and will still suffer from lags and paketloss

Best hitdetection and Connection you will get in PC with locked 61/121/181/241 FPS

But you need rtss or a Driver limiter becouse the ingame Limiter dosnt Work Well..

On console you cant  do anything becouse of the Bad optimisation and Hardware limits

I find very consistent what you said because something limiting to 120 fps already I had already seen but I did not consider carefully . Now I'm going to try ... pc .Thank you 

Link to comment
Share on other sites

35 minutes ago, fiefo said:

Is it at all possible, that say, anti BB + traffic prio + bandwidth allocation add additionally PACKET latency? Which is why people are having a tough time with hit reg issues in cod games? Netduma produced the best quality of packets but what’s about the speed of the packet? Because cod is based on speeds of packet not quality of them 

You can only Reorder Pakets If you wait a few ms to Scan them and Reorder them as you Like

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...