Author Topic: HTC netcoding - slipping  (Read 5595 times)

Offline Shane

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HTC netcoding - slipping
« on: October 22, 2008, 09:46:16 AM »
I know over time the player base has expanded and some tweaks to netcoding to accomodate, but based on my years of experience, i've never known HTC to be laggy in this way.. warps, etc, sure, but not simple latency, and never to the extent the discrepency between what the two of us are apparently seeing in this film.  this is becoming more common.

watch the film around 1:20-1:24... he took a similar shot earlier in the film.  this was my second sortie vs this guy.

my netstat is usually around 15-30ms, and a tracert backs it up.

i don't mind lame comments from the peanut gallery, but at least look at the film, especially from external angles.

an aside:  this supports my theory that laggers generally have an advantage, especially in collisions.


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Offline Anaxogoras

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Re: HTC netcoding - slipping
« Reply #1 on: October 22, 2008, 10:14:14 AM »
Is this film from last night?  If it's TT, all bets are off! :P
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Offline Shane

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Re: HTC netcoding - slipping
« Reply #2 on: October 22, 2008, 10:16:44 AM »
nope... about an hr ago.  less than 100 on.

i'm aware of TT being weird, to say the least, and am tolerable of that, but again, TT isn't simple latency...  this is.

did u watch the film?
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Offline sunfan1121

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Re: HTC netcoding - slipping
« Reply #3 on: October 22, 2008, 10:20:35 AM »
ya it was a whole 1/2 second from the time he started shooting, to the time the rounds hit.

















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Offline BiPoLaR

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Re: HTC netcoding - slipping
« Reply #4 on: October 22, 2008, 10:21:14 AM »
Skuzzy said something like, (And im not quoting,)
Its not their servers. Its our connections and PCs. =/


that i dont believe one bit.
His post is in here somewhere.
im too lazy to look for it
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Offline Fugita

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Re: HTC netcoding - slipping
« Reply #5 on: October 22, 2008, 10:35:51 AM »
Skuzzy said something like, (And im not quoting,)
Its not their servers. Its our connections and PCs. =/


that i dont believe one bit.
His post is in here somewhere.
im too lazy to look for it

That's a canned answer. They all say that everytime.

Offline Roscoroo

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Re: HTC netcoding - slipping
« Reply #6 on: October 22, 2008, 10:45:00 AM »
My wingy and I noticed that late monday (11pm pst) alot of warps when getting in close and guys shooting at nothing .
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Offline Shane

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Re: HTC netcoding - slipping
« Reply #7 on: October 22, 2008, 10:53:55 AM »
ya it was a whole 1/2 second from the time he started shooting, to the time the rounds hit.
 :noid

not disputing he saw the shot on *his* end. i totally understand latency and packet loss issues, and the differences between them.  I also run a very clean system (14 processes including AH) when playing and do know one's own PC can be an issue in this.  I know not everyone is highspeed, nor has topline systems (mine isn't). Clues... I have them, kthxbai.

the relative positions to what i was seeing was a huge difference.  if each film trail is 1 sec long, then he's shooting almost 1.5-2 secs behind me.

just remarking that this is one of the more notable changes I've seen over the years.  i did some testing in maybe 2004, where i met up with an enemy and we paced each other.  our noted differences in yds were within about 25yd (we had comparable connex of about 40ms at the time).  did same test with someone who allowed his connex was usually 150-200ms.  the differences in what we saw were still fairly reasonable, within 100 yds.

over time, this discrepancy has increased and situations like the one i posted occur.  it's really hard to get people to give an answer to what their true latency is.

meh... i think there would be plenty of stories about certain people who seem to be either a consistent *warper* (packet loss) or *lagger*  (makes shots comparable to what the film showed.)

obviously YMMV.


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Offline dmdchief

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Re: HTC netcoding - slipping
« Reply #8 on: October 22, 2008, 11:30:56 AM »
shane I tried to watch it but you just die before any planes are around in about 45 sec. on the downloaded one I got it appears that the old flying alien ship we used to have got you and sucked you up.  seriously the film stopped when I tried to watch before you even got to engage.  (S) you killer you
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Offline Lusche

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Re: HTC netcoding - slipping
« Reply #9 on: October 22, 2008, 11:31:57 AM »
While it is indeed a rather extreme display of the results of high latency, I have to add to the discussion that this doesn't give the other player in the film any advantage in shooting or even in collisions (contrary what some players are inclined to believe).
If Shane had shot 18whisky, it would have looked pretty much the same on 18whisky's film, because that high latency works both ways - the latency would have worked "against" him in that case.

Being an European player (yet with a quite good, stable 150ms connection to the arenas), I always have to take the latency into account when defending against an enemy con on my six. It's not that extreme, but very noticeable in most of my films. Very often the enemy's bullets hit the space behind me and I take damage.
« Last Edit: October 22, 2008, 11:35:02 AM by Lusche »
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Offline moot

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Re: HTC netcoding - slipping
« Reply #10 on: October 22, 2008, 11:41:06 AM »
It's the internet Shane.. I was out next to Madagascar till about a month ago, connecting thru a cable that goes all the way around the south end of Africa before going anywhere else in the world, had a latency of about 200-270, and never got any extraordinary complaints about being warpy or losing packets.   It's just the internet being crap.  HTC doesn't own the internet, they can only work on the network segment that's theirs.
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Offline Megalodon

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Re: HTC netcoding - slipping
« Reply #11 on: October 22, 2008, 11:45:29 AM »
Skuzzy said something like, (And im not quoting,)
Its not their servers. Its our connections and PCs. =/


 Mage.. used to say the same thing  :rolleyes:
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Offline BiPoLaR

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Re: HTC netcoding - slipping
« Reply #12 on: October 22, 2008, 01:13:32 PM »
While it is indeed a rather extreme display of the results of high latency, I have to add to the discussion that this doesn't give the other player in the film any advantage in shooting or even in collisions (contrary what some players are inclined to believe).
If Shane had shot 18whisky, it would have looked pretty much the same on 18whisky's film, because that high latency works both ways - the latency would have worked "against" him in that case.

Being an European player (yet with a quite good, stable 150ms connection to the arenas), I always have to take the latency into account when defending against an enemy con on my six. It's not that extreme, but very noticeable in most of my films. Very often the enemy's bullets hit the space behind me and I take damage.

ive shot 18whisky and 10 secs later he explodes.
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Offline klingan

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Re: HTC netcoding - slipping
« Reply #13 on: October 22, 2008, 02:23:42 PM »
Lol this was the first guy i thought of after i read your post  :rofl


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Offline Shane

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Re: HTC netcoding - slipping
« Reply #14 on: October 22, 2008, 02:59:00 PM »
whisky was honest enough when i recently asked him about his connect...  from what he said he's in kuwait and on wifi (and i'm assuming satellite), as he said on a good day his login screen shows 300ms and on a bad day 1800-2000ms!!

far be it from me to dictate a customers connection, but whoa....  hopefully there are only a handful of "regulars" like this.

and lushe... it does make a difference in collisions, since i get the death msg faster... other times i'll often take catastrophic ram dmg while the other guy flies off with minimal dmg, when we both get the collisionj msg.  occasioally i'll come clear while seeing the msg for the other guy only.

it does make a difference when ur connect is standard.. yours isn't so much, to you everyone is potentially laggy.. to me it's a gamble trying to guess if this contact is gonna be one or not.  that 1 sec is literally a virtual lifetime, especially when you fly in close quarters and against BnZers... i think i'm clear and normally am, then bam!  wtf?!?  yanno? 

as i mentioned the discrepancies were much closer in the past, and i do see how the growth in playerbase, eyecandy, all that added data can affect things as well, forcing HTC to find the best compromise between various types of connections.

I'd love if the icon flashed for people with connections running above 500ms to at least give warning, but dunno if this is either possible or practical.
Surrounded by suck and underwhelmed with mediocrity.
I'm always right, it just takes some poepl longer to come to that realization than others.
I'm not perfect, but I am closer to it than you are.
"...vox populi, vox dei..."  ~Alcuin ca. 798
Truth doesn't need exaggeration.