Battlefield 3 thread - Server details in opening post -

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Those that lag more seem to have a huge advantage
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That's my experience. I was on a server the other night where I was lagging badly. All over a sudden my skill level seemed to drastically improve and I was getting kill streaks all over the shop. :eek:
 
That's my experience. I was on a server the other night where I was lagging badly. All over a sudden my skill level seemed to drastically improve and I was getting kill streaks all over the shop. :eek:

I might have to do the old router trick. ;)
 
Here's a thought. Little experiment; using the server filter, join a UK server with the lowest ping you can. Play a round and see how you do. Then using the server browser sort by highest ping first and play another round.

I really need an upgrade. Not for performance, but to level the playing field a bit..........
 
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Server side works fine for many other games, don't see why they think going client side is the way forward.

Has this been confirmed as true or is it still just wild speculation?

Any multiplayer developer will tell you that using clientside as the point of truth is complete and utter madness.

If they have actually gone this route I'd love to hear how they plan on dealing with hacks.
 
Here's a thought. Little experiment; using the server filter, join a UK server with the lowest ping you can. Play a round and see how you do. Then using the server browser sort by highest ping first and play another round.

I really need an upgrade. Not for performance, but to level the playing field a bit..........

Why so many modems?
 
Correct me if I am wrong, but does this not mean that having the lowest possible ping is of paramount importance to the client?

Ideally yes but if it's higher then 'average' you will get issues. Below is my post from the official BF forums:

Though I support your post in regards to netcode, personally, I don't 'really' see what the developers can do.

As you correctly pointed out, time is against them and this should have been something worked on from the start.

I will not pretend to understand the full in and outs of multipleyer netcode. Though coming from a Half Life / TFC / CS Beta 7 background, netcode has always been something greatly discussed and argued over.

I am especially interested to hear thoughts on clientside registry, this implies that the lowest ping will always win, INCORRECT. From my understanding, ping or response time to server all comes in conjunction with that special word 'interp' - interpolation, basically what the server thinks you have done. This was very prominent on TFC and CS 1.6, though I believe CS:Source resolved this (maybe someone can help me with that comment).

A user with a high ping > 70 would explain why you are getting hit after you have gone to cover / behind walls. This is because the person is still sending hits at you to the server, hence the catch up delay.

I am eager to see any replies from developers regarding this though I doubt very much we will see anything.
 
Will the change from dx 10 to dx 11 make much difference?

It is using the DX11 renderer, you don't need a dx11 gpu to run dx11. Some of the features for dx11 graphics are not enabled which is what I'm assuming Dice mean when they say it's still in dx10 mode (blatant lie but meh).
 
You can't use the DX11 renderer without a DX11 GPU.

AFAIK the beta does run in DX11 mode tho when using ultra settings, however it is lacking any of the DX11 assets/shaders that are distinct from the lower modes and is only using DX10 assets for rendering.

There is no way the game is using client side hit registry - in a multiplayer game the server must always be authorative over game logic, always.... if it is using client side hit registry (for more than just client side visual effects) they should be firing the dev team now (and if so whoever was berating me for calling DICE a less than first class developer can actually eat their words :P).
 
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Im starting to think only twitchy fast gamers are noticing the cover/crappy client side deaths. Your average noob just finds one spot and cover/camps it anyway rarely contributing to actual map objectives. Thus not actually moving a great deal so hardly noticing the lag effect.

If i take a hit i can instantly react and get into cover... to then have another 3 or 4 hits kill me when i have been prone behind solid cover is utterly stupid, whats the point of trying you are 300ms infront of already dead.

the game cant take short range combat its evidently clear. Considering its built for crazy stuff like 2km headshots from Sniper rifles it makes sense but its still rubbish

TBH this is a downside to backwards reconciliation based lag compensation but trust me you'd rather have that and actually be able to hit what your shooting at than the alternative - there is no middle ground unless you magically make everyone <10m ping. However as usual developers have either no idea of how to make the code work and just copy and pasted the examples or think they know better and locked it to silly settings that don't actually make sense in the real world... usually you'd cap it at 150ms or so, so the effect of being hit after going into cover is much reduced and use other mechanisms to handle clients with higher pings.
 
IIRC crysis 1 used client side for everyting, hence cheating became so prevalent, and you got the dying after taking cover effect.
 
Lord knows why i am still playing this! Cover is useless (apart from bushes which would stop a juggernaut) and in the last round i kept being killed by an invisible enemy. Everyone on the server was complaining in chat but if he is to be believed, he didn't realise.
I am much better at this now, though all this skulking around in bushes is hardly fun tbh. I might die a lot, but i'm in the game.

Roll on conquest!!



btw can someone confirm for me that battle reports are no longer being done, it is not just me is it?
 
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