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lag comp feature


kevo

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kevo  i have maybe a bit of help its working for me at moment i lowered my mtu on my ps4 not my router ive set mine at 1392

maybe try that on xboxone

ive not went posative at all in over 5 7 hours play all day now past 5 matches with diffrent mtu i went possative again it even seems your ads a movement speed are faster with lower mtu well for me it is  it actaully seems to fast my ads i might have to lower my senceitivity

btw my mtu is meant to be 1500

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kevo  i have maybe a bit of help its working for me at moment i lowered my mtu on my ps4 not my router ive set mine at 1392

maybe try that on xboxone

ive not went posative at all in over 5 7 hours play all day now past 5 matches with diffrent mtu i went possative again it even seems your ads a movement speed are faster with lower mtu well for me it is  it actaully seems to fast my ads i might have to lower my senceitivity

btw my mtu is meant to be 1500

on xbox one you cant do it 

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In the xbox network diagnostics you can see the MTU, I changed it in the netduma before and saw it change in the xbox screen.

 

I have noticed though that it hasnt been working and not showing the MTU I entered now and xbox shows 1480.

 

I dont know if it was bleeding edge or the update but the MTU settings dont stick anymore.

 

There is a nice little program called MTUtest and it will tell you what the best MTU setting is for your connection.

 

The program will show you what MTU settings get fragmented or not.

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i would  just then use mtu on both lan and wan and put them to 1392  see if it helps you btw

i read the most mtu on xboxone goes up too is 1480 cant go higher

or even set the value of 1480 in netdumas wan and lan as im sure simjc74 used to do that as well

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In the xbox network diagnostics you can see the MTU, I changed it in the netduma before and saw it change in the xbox screen.

 

I have noticed though that it hasnt been working and not showing the MTU I entered now and xbox shows 1480.

 

I dont know if it was bleeding edge or the update but the MTU settings dont stick anymore.

 

There is a nice little program called MTUtest and it will tell you what the best MTU setting is for your connection.

 

The program will show you what MTU settings get fragmented or not.

my mtu is 1472 ive done those test 

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i would  just then use mtu on both lan and wan and put them to 1392  see if it helps you btw

i read the most mtu on xboxone goes up too is 1480 cant go higher

or even set the value of 1480 in netdumas wan and lan as im sure simjc74 used to do that as well

ive ran some mtu test mines is 1472 

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Kevo:

 

Long story short, there is no "fix" for lag compensation because without lag compensation, we could not play games in semi-real time across great distances with each other.

 

Lag compensation in general is not bad. It allows us to play semi-real time games without having to lead our targets, or shoot behind our targets like we had to in the days before lag comp was implemented and fine tuned in some of the major titles e.g. Quake, Unreal Tournament, etc. In CSGO, you can use a client side variable command to remove client side lag comp, but the tradeoff is you have to lead your targets, and sometimes shoot behind them to get a kill. Most games... especially on console... Don't allow you to do this, so this is a moot point, but I bring it up to emphasize why lag comp (good or bad) is a necessary evil unless you want your gaming experience to consist solely of leading or following your targets instead of shooting *at* your target like we can, now.

 

The reason you and everybody else with good connections... low ping... experience the "run behind wall, but get pulled out and killed" is because what is happening on your (the client) end happens in real time whereas there is a delay... latency, or "lag"... on the server because it has to first receive, process and then send back your positional data to 11 other players in a standard 6v6 match. So, while you may have made it behind cover on your end, the game may have received a "kill" command from the guy who shot you FIRST. Thus, it looks like you are yanked from out of cover when in reality you never made it to cover according to the server! This is because the server has to process tons of data for 12 players at once, but it's all happening milliseconds BEHIND what is happening on your end. Everything we see in a MP game seems like it is "real time", but in reality it's already happened. This is why people drop dead from one shot without seeing their opponent. It's because of the inherent delay... latency... between sending data, the game processing it to the best of its ability and then sending it's "decision" BACK to the clients. Now, imagine how much worse this gets if you have a high ping. That latency... delay... is going to be higher by definition. Thus, if you have a 30ms ping and another player has a 19ms ping... The 19ms player should win the gun fight each and every time due to physics.

 

Now, the reason lag comp in CoD is so bad for some (I believe) is because the netcode Treyarch uses seems to favor high ping players over low ping players in order to "even out the playing field" as it were... No matter how backwards and unfair that seems. The CoD engine (based on the Quake III engine) seems to favor high ping players because what it does is try and average out the latency between all players to create a "fair" gaming experience. Well, if the game has a majority of 30ms to 60ms players it should be fairly equal, right? What about that one player connecting from across an ocean who has a 150ms ping? In most normal games, he should be at a disadvantage, but not in CoD. He's gains the advantage because the netcode then adds latency to the lower ping players in the match to equal (give or take) his high ping! This is why the "Lag Buster" router works. All it does is add latency the CoD netcode seems to favor versus having a lower ping. This is why it's ass backwards and penalizes players with low pings, supposedly.

 

The problem with this is this kind of programming is it's not needed in this day and age when the majority of people playing online MP games have more than enough bandwidth a.k.a. speed to give them low pings relatively speaking. The lag compensation CoD is using is from the days of 56K speeds where everybody had a "slower" and "high ping" connection. 

 

On top of this, there are so many other variables that go into the quality of one's online gaming experience that it's not just one thing that "ruins" the game for some. It's usually a combination of factors, but one thing none of us can change is the lag compensation implemented in CoD games seems to favor higher ping players over lower... Which is why throttling, adding latency, etc. will always be a bone of contention for players who should be rewarded for having a low ping are not.

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I remember dice explaining it like this very similarly when a lot of people were complaining about the netcode and lag comp in bf4 on PC. It took them a while but they did make so called adjustments to the netcode and I believe it improved the games for most!

 

There were a lot of arguments back and forth about Wether hit detection was better off being client side or server side.

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Lag compensation in general is not bad. It allows us to play semi-real time games without having to lead our targets, or shoot behind our targets like we had to in the days before lag comp was implemented and fine tuned in some of the major titles e.g. Quake, Unreal Tournament, etc. 

 

Indeed, I played Instagib Unreal Tournament and the Zeroping mod basically revolutionized that game mode as well as the game itself. That mod however, did still favor lower ping players, but it did give the 56ker's a chance. 

"Back in our day we had to walk two miles uphill  to school with baked potatoes in our pockets to keep our hands warm, and we had to lead all of our shots on our shooters." Kids these days just don't know the real struggle. =)

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I feel this is a good time to address the "lag compensation conspiracy" theory that has haunted the CoD community for some time.

 

No, I do not believe Activision, or the CoD developers actively code in an algorithm that randomizes who wins a gun fight just to increase the chances poor players will have more success.

 

I do, however, believe (as stated), the current netcode algorithm favors players with higher pings because it hasn't been adjusted for modern day online gaming conditions e.g. broadband internet, more people online, congestion, etc. I have "proof"... subjective... Because high ping players always seem to be at the top of the leader board over low ping players. This also supports the theory the algorithm adjusts to accommodate high ping players by adding latency to lower ping players to "even" things out. This started around MW3 and makes sense because Infinity Ward fired the lead netcode programmer during that time.

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I dont think the lag buster works anymmore, especially if you factory reset the device.

 

The company seems to be closed and you cant activate the lag buster.

 

You CAN however reduce your download speed to 2mbps and get a higher ping like that.

 

I play smooth games with full bars on 2mbpsd/5mbpsu.

 

Most games I am in are 30-50ms and I am always on top even if I am on the losing side.

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I dont think the lag buster works anymmore, especially if you factory reset the device.

 

The company seems to be closed and you cant activate the lag buster.

 

You CAN however reduce your download speed to 2mbps and get a higher ping like that.

 

I play smooth games with full bars on 2mbpsd/5mbpsu.

 

Most games I am in are 30-50ms and I am always on top even if I am on the losing side.

 

You want to know what the difference is between your "fake" high ping connection and real high ping connection?

 

You have no packet loss and are throttling your connection whereas people with legitimately "bad" connections are usually physically too far from a server to be having a good gaming experience, are experiencing high packet loss (jitter) and may even have less than 2mbps upload. We're talking 0.1, if that, and it may be a Wi-Fi signal, too.

 

I was discussing this in another thread, but this is the reason people with good internet can't "throttle" as effectively as people with bad internet, ironically. I'm not denying it's working for you, but like we're discussing, the majority of high ping players are due to real connections issues such as distance, packet loss, low bandwidth, etc.

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You want to know what the difference is between your "fake" high ping connection and real high ping connection?

 

You have no packet loss and are throttling your connection whereas people with legitimately "bad" connections are usually physically too far from a server to be having a good gaming experience, are experiencing high packet loss (jitter) and may even have less than 2mbps upload. We're talking 0.1, if that, and it may be a Wi-Fi signal, too.

 

I was discussing this in another thread, but this is the reason people with good internet can't "throttle" as effectively as people with bad internet, ironically. I'm not denying it's working for you, but like we're discussing, the majority of high ping players are due to real connections issues such as distance, packet loss, low bandwidth, etc.

 

My fake ping?

 

I don't use a lag buster.

 

I wanted one but the dude I was gonna buy it from reset it and now the servers are down and you need to activate the hardware.

 

All real pings here man.

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