Internet lag in WR explained By Jake [Video] /lag discussion thread.

KillingtimeKillingtime Posts: 246Member Trainee
edited July 2017 English

Important topic and nice video but I think he is missing some stuff here, its not only the servers which affect the lag, there is something else wrong with it too, netcode perhaps? and other stuff like that. Like when you roll and shoot in other versions of WR, the other person wont take damage before he sees you, he will see when you are coming and is able to react even if you have high ping and same with the rolling trough walls.

And its not only NA/other high distance countries that lag, everyone lags for everyone atm. playing against a person from your country when you both have low ping very good internet, nope. doesn't help, still lagging.

Also there isn't many NA players but there are a lot South American/Brazilian players which have even more lag, so having NA serverwould help them too.

For now I guess we just wait and see how the game and "the servers that will be an improvement on existing servers" will be, I think its gonna be better at least at the beginning like Nexon servers were just fine at first too.

But feel free to discuss about this problem.
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Comments

  • DragonForceWRDragonForceWR Posts: 520Member Intermediate
    GamersFirst was P2P
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  • KillingtimeKillingtime Posts: 246Member Trainee
    @DragonForceWR yes he mentioned this in the description afterwards.


    llfr4nll
  • CryptionGamingCryptionGaming Posts: 13Member Beginner
    Just something I wanted to share about p2p vs p2s, not replying to any of you guys
    -------------------

    P2p on warrock = You connect directly to your opponent(s) and send and
    receive each other's position, animation, angle, weaponID, if weapon is
    shooting, etc... Bullet registration has ALWAYS been p2s, as the server
    HAS to store the value for the character's HP... So when I shoot you,
    the bullet is registering on the server.

    Now the whole game is
    p2s, on the server I am sending it my position, animation, angle, etc...
    Then every x amount of time the server is sending that information to
    you... Some points for you to understand:

    1. Mixing p2p and p2s de-syncs the game for every player (every player interprets the game differently)
    2.
    P2p would bring back the 999 ping / 0 ping bug, due to their internet
    connection denying a direct connection to another user (trust me, p2p is
    not normal xD)
    3. P2p has security risks. Anyone can easily use
    wireshark to get your IP address... Using that IP address they can find
    out where you are from using something like http://www.ip-tracker.org/
    (oh well) or ddos you (denial of service attack) to shutdown your
    internet
    4. Back-tracking and re-implementing the p2p netcode would
    be a waste of time and it's benefits (if there are any) doesn't outweigh
    the cons

    The only advantage of a p2p network structure that I
    can see, is if FOR EXAMPLE: --- 2 NA players connect to a Europe server
    and play VS each other... They are seeing each other clearly because of
    the p2p connection... Now here's the disadvantage xD they shoot each
    other and their bullets have to register in Europe :) not good...

    So the best solution is have 3 servers: NA, EU West and EU East...

    If you say there's a problem between European players? Personally I don't have
    a problem with that... But as Papaya already stated like in my video at
    3:34 "the servers will be an improvement on the existing servers"... So
    my advice is wait until Thursday...
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