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How does lag comp work?


blakeyb1

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Hey guys what's up, i'm just wanting to start a discussion to how lag comp works on this game :), i have made a video here of me being on 0.01 down and 0.01 upload and zero bandwith on call of duty (literally 0 i don't know how that works out) but yet in-game i wasn't lagging or feel like i was really losing any gunfights i shouldn't have, my settings on the duma are share excess off and giving my ps4 under 1% of my connection (it's like 0.2%) took me ages to actually get that but with some steady hands on my mouse i managed to get it to around there. Let me know what you guys think :).

 

(btw i am a half-decent player and play a lot of wagers and tournys so my shots pretty good)

 

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Ian and others with more technical knowledge can shed some light the actual details of lag compensation and the Netduma, but from my initial observations of the video and what you told us...

 

You aren't at zero bandwidth even though the game says you are. If you had no badwidth at all, you wouldn't be able to connect, obviously. You even admit this in your forward to the video. So, this is just another indicator of how most of us don't know how bandwidth is measured by Treyarch since the in-game ping and bandwidth numbers never coincide with what the Netduma says and vice versa.

 

As a follow up experiment, can you change your MTU to 1384 on the Netduma and console and see what happens? This number represents the absolute minimum of MTU a player can have to connect to the MM servers. So, if you can connect and play... I'm betting MTU may be weighted more by the lag compensation algorithm than anything else? If you have no jitter (packet loss) then you should still be able to play games fluidly... Like I did when I connected to a UK server. I had three yellow bars at 135ms, but I wasn't warping around the screen, nor was the world rubber banding, etc. This is why I made note that those with low connections aren't just far away from the server. They are far away and have packet loss which is why they warp around the screen and are impossible to kill. This is what "lag switching" is, too. Adding latency that gives a player an advantage by exploiting the lag compensation in their favor.

 

I noticed you were playing Hardpoint and being the Anchor, so you didn't move around as much as those taking the hill. This may effect your game becuase you aren't moving around as much which means LESS data is being sent to the server, processed and sent back to you. If you played a mode where you moved around more... DOM, Uplink... Your results might be different? You'll just have to test it out and see for yourself.

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Hey guys what's up, i'm just wanting to start a discussion to how lag comp works on this game :), i have made a video here of me being on 0.01 down and 0.01 upload and zero bandwith on call of duty (literally 0 i don't know how that works out) but yet in-game i wasn't lagging or feel like i was really losing any gunfights i shouldn't have, my settings on the duma are share excess off and giving my ps4 under 1% of my connection (it's like 0.2%) took me ages to actually get that but with some steady hands on my mouse i managed to get it to around there. Let me know what you guys think :).

 

(btw i am a half-decent player and play a lot of wagers and tournys so my shots pretty good)

 

 

Watch this vid by ovenbakedmuffin on youtube, he does the best lag comp explanation videos on youtube:

 

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when i untick share acess i don get internet at all ?

I get very low upload but high download if i untick share excess but my connection is 300 down 20 up it's a glitch with the duma i believe they're working on it.

 

 

Ian and others with more technical knowledge can shed some light the actual details of lag compensation and the Netduma, but from my initial observations in the video and what you told us...

 

You aren't at zero bandwidth even though the game says you are. If you had no badwidth at all, you wouldn't be able to connect, obviously. You even admit this in your forward to the video. So, this is just another indicator of how most of us don't know how bandwidth is measured by Treyarch since the in-game ping and bandwidth numbers never coincide with what the Netduma says and vice versa.

 

As a follow up experiment, can you change your MTU to 1384 on the Netduma and console and see what happens? This number represents the absolute minimum of MTU a player can have to connect to the MM servers. So, if you can connect and play... I'm betting MTU may be weighted more by the lag compensation algorithm than anything else? If you have no jitter (packet loss) then you should still be able to play games fluidly... Like I did when I connected to a UK server. I had three yellow bars at 135ms, but I wasn't warping around the screen, nor was the world rubber banding, etc. This is why I made note that those with low connections aren't just far away from the server. They are far away and have packet loss which is why they warp around the screen and are impossible to kill. This is what "lag switching" is, too. Adding latency that gives a player an advantage by exploiting the lag compensation in their favor.

 

I noticed you were playing Hardpoint and being the Anchor, so you didn't move around as much as those taking the hill. This may effect your game becuase you aren't moving around as much which means LESS data is being sent to the server, processed and sent back to you. If you played a mode where you moved around more... DOM, Uplink... Your results might be different? You'll just have to test it out and see for yourself.

I'm gonna test some of the things you said my ping is usually around 6ms-20ms (my server - server 1000km away) even on na servers it's around 70ms i might try changing mtu and seeing if i can still connect, on AW if i did the same thing as i'm doing now i'd lag around the screen on their screen but i'd be fine on mine and be on a 2-3bar on a local host but still incarcerate people so bad i'd feel bad for them but on this game it's different somehow, i could do the exact same thing and still be on a constant 4 bar, right now i'm testing it on xbox and i'm literally getting 100% packet loss and 0 up and down but somehow still on the servers but the xbox says i'm online? And i'm still getting fluid non spike gameplays, I'm going to keep testing and seeing how lag comp on this game works but so far i have NO idea, discussions are appreciated though.

 

http://xboxclips.com/Rarity+BlakeyB/screenshots/56457369-9bcc-41f1-92dc-919e8e5433f6a few links showing the above.

 

0cbac0431106543e773a626d61c53c41.png

https://gyazo.com/0cbac0431106543e773a626d61c53c41

 

confusing to say the least as it's not possible to be connected to something with no internet whatsoever and not only that have stable pings with 100% loss i'll keep testing.

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We're going to make some lag comp videos with our findings soon

 

Let's hope Activision doesn't send you a Cease & Desist order ;)

 

@BlakeyB1:

 

I'm just as curious as you (and I assume everybody else here?) to figure out what is going on because all of these simple tests are producing results  that are counter-intuitive on just a basic level e.g. if you have "zero" bandwidth... How the hell are you connecting?, Etc.

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No ETA just as soon as we can get them out

possible you could include some bandwidth throttling tests? There seems to be alot of dudes saying they have become cod gods by throttling. I'm assuming because they are lagging everyone else out in the lobby. Almost the opposite of what trying to achieve with netduma.

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It's not the text book definition of "lagging out" or "lag switching".

 

Throttling the upload makes the algorithm think we are somebody with a "poor" connection, or faraway ping. The difference is most of us are just throttling the upload versus having jitter a.k.a. packet loss which is what real "lag out / lag switching" is (from players who have crap connections AND who are playing across an ocean, for example) and this effects the entire lobby since it means you are a rubber banding wraith, darting erratically across the screen making you very difficult to kill even after somebody locks on to you.

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  • 2 weeks later...

My personal findings of lag comp by doing this is that lower = better and by lower i don't mean just throttling i only having enough to barely be online to the point if you're in a party chat you dc from online

These videos are perfect examples of it, plenty of times i drop from a 4 bar to a 1-2bar and on other peoples screen i'm lagging so bad i'm unkillable but on my screen i'm fine, i try to hip-fire as many kills as possible to show you how stupid this actually is someone tried saying ARs register better so i tried a sub with the same method and it was the same if not better cause of the fire rate of subs. Take a look and if anybody wants to know the exact settings these two vids were recorded at lemme know.
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https://gyazo.com/fa36dd2e5126216a598956fdb2813187

 

In this case the nameless device is my PS4 cause i have 2, share excess is off it's on 1 but it's literally just above 0 so it's literally one, play around with it a bit till you find it's a stable gunfight but you still get some lag comp, also deep packet process off and turbo mode off even though my internet is very quick.

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https://gyazo.com/fa36dd2e5126216a598956fdb2813187

 

In this case the nameless device is my PS4 cause i have 2, share excess is off it's on 1 but it's literally just above 0 so it's literally one, play around with it a bit till you find it's a stable gunfight but you still get some lag comp, also deep packet process off and turbo mode off even though my internet is very quick.

 

Didn't you get this warning ?

post-436-0-70689300-1451329011_thumb.jpg

Did you proceed ?

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Yeah sweet hopefully you guys can clear this up, I've tried myself but in terms of gun skill and reactions i believe i'm on the higher end of players so i think it's kind of a biased review to begin with. Although the same thing happens in p2p games i'll be on a 2-4 bar and just lag and hip fire haha.

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