[POLL / FIX] player with bad connection=Lagg for all others

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Would you like NADEO to improve this?

Yes, only players with bad connections should be punished
9
26%
Yes, but a minimum of lag compensation would be necessary to support bad connections
20
59%
No, I like how it is
3
9%
No, That others lagg is completely normal
2
6%
 
Total votes: 34

novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by novationx »

kremsy wrote:You have not much clue what you talk about and snapshotdelta has nothing todo with lag compensatio.
Ok most certainly true. Ur 100% right. I dont understand this at all.

BUT as someone with 10y+ gaming experience on the highest level I can guarantee that this is the 1st game where I encounter the following issues :

- Everybody cant play when 1 player's connection is failing.

so THAT is not part of every game ergo it should be fixed because it has a very bad impact on everyone's gaming experience.
The neverending waiting game has to stop.
Nerrio
Posts: 21
Joined: 03 May 2014, 18:03

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by Nerrio »

Dreammy, President ! Dreammy, President ! :yes:

Still no answer from nadeo.. and about the trilaser too..

:pop:
Cuts
Posts: 38
Joined: 29 Sep 2014, 21:14

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by Cuts »

kremsy wrote:
I find it funny that you always talk why need there to be a snap there or there, without a "snap" no game would work, ManiaPlanet is just the only game who displays this, it's nothing which could be removed (except the displaying label). Other games don't display this and you see only the Ping and you don't know more why it could lagg or whatever.
Except in other games, comparable stats to "snapshot" (tick rate in UE1 / UE2, for example) affects all players equally. One player having high snapshot delta does not guarantee every player will have the same snapshot.

Equivalent (or semi-equivalent) stats in other games affect all players equally (just like in SM sometimes...) but are not related to a player's internet connection in any way shape or form.

Take tick rate in UT for instance. A server running at a "tick rate" (server side fps) of 22 will result in the server processing 9 minigun bullets per second. A tick rate of 30 means the game resolves the correct number of 12 minigun bullets per second (as per the gun's fire rate).

All players are equally affected by this (much like snapshot delta in SM) but this is due to a server side variable (tick rate can be changed in server config but can never surpass the idle FPS rate of the server) and is thus 100% completely unrelated to connection. Why is the time between server "snapshots" affected by connection in SM? Why does it apply equally to all players in some cases (one player has lag, everyone feels it), and not in other cases; I play on Smurfs royal server, German players have snap of 40-60, I have snap of 120...? In that instance, the snapshot delta does not proportionately impact all players.

Snapshot delta seems to relate to connection, somehow, and tick rate for the unreal engine is the closest similar example I can compare to snapshot delta, but does not in any way relate to your connection.

I don't think snapshot delta is the only problem. Seems to be that when ping increases, snap also increases. If snap is high by default and ping is low, there seems to be minimal impact for all players involved. If you play with high snap every game you just get used to it after a while. Does that make it optimal? No.

In situations where ping (real "lag" in other words) is high, it seems to negatively impact the experience for all players involved via tanking everyone's snap.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by novationx »

I just wanted to share this :D
Image :D Click to watch
The neverending waiting game has to stop.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by novationx »

Image

A perfect illustration of this thread.
The neverending waiting game has to stop.
Nerrio
Posts: 21
Joined: 03 May 2014, 18:03

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by Nerrio »

Yup.. and with frustration the players leave...
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by novationx »

NADEOOOOOOOOOOOOOoooooooooo
The neverending waiting game has to stop.
TheM
Posts: 1379
Joined: 15 Jun 2010, 14:30
Location: Uden, Noord-Brabant, Netherlands
Contact:

Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by TheM »

novationx wrote:NADEOOOOOOOOOOOOOoooooooooo
Why are you even trying? You (should) know that they're watching the forums, but are currently focussing on other things.
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Dommy
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Re: [POLL / FIX] player with bad connection=Lagg for all oth

Post by Dommy »

:!: Negativity alert! :!:
TheM wrote:[...] they're watching the forums, but are currently focussing on other things.
And that's the thing. They work at their own things for the (upcoming) community, while (actual) community awaits their touch on the urgent issues. And if Nadeo does really read the forums, why don't we get any reaction and everything is explained as "lack of time"?

Is it hard to split the crew into 2 equal parts working both on Turbo and MP?
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