Aces High Bulletin Board

General Forums => Wishlist => Topic started by: AAIK on May 16, 2017, 06:48:16 PM

Title: Faster updating for gunners.
Post by: AAIK on May 16, 2017, 06:48:16 PM
I wish game updates were faster for gunners, so they can shoot more accurately with the host bomber in manoeuvres.
Title: Re: Faster updating for gunners.
Post by: puller on May 16, 2017, 06:50:38 PM
 :headscratch:
Title: Re: Faster updating for gunners.
Post by: AAIK on May 16, 2017, 06:55:58 PM
:headscratch:

Currently, the gunner is updated at the same rate as any other (external) plane. This makes it hard to keep the gun trained on targets in manoeuvres. The experience needs to be smoother.
Title: Re: Faster updating for gunners.
Post by: JimmyD3 on May 16, 2017, 08:19:44 PM
 :headscratch: Not sure I understand what your saying. :confused:
Title: Re: Faster updating for gunners.
Post by: AAIK on May 16, 2017, 08:37:00 PM
:headscratch: Not sure I understand what your saying. :confused:

The server sends update packets to each client with information about objects/planes/etc.

As a gunner, you receive these packets at a certain rate.

Currently the rate means you get a jumpy experience if the bomber moves.

I wish that rate to be increased, so that the experience is smoother.

Understand it now?
Title: Re: Faster updating for gunners.
Post by: puller on May 16, 2017, 09:22:31 PM
This rate is no different than the plane update rate...

I think ur a troll....

-1
Title: Re: Faster updating for gunners.
Post by: Volron on May 16, 2017, 09:54:09 PM
I know exactly what you are talking about.  The slightest maneuver by the pilot jumps your cross hair a good inch off target.  It's a pain in the arse in a bomber, but in something like the 110, forget it.

+1
Title: Re: Faster updating for gunners.
Post by: bustr on May 17, 2017, 12:45:55 PM
That stopped happening to me when I changed to NVIDIA adaptive sync versus v-sync.

Aces High is not a server centric game, the server application in question is a sophisticated routing application for player client based packets. The "game" takes place as a client side function which depends on the router packets routed through HTC. What is more telling will be routers along your internet path having problems or, as I noted above possibly traditional v-sync and screen writes or, your PC or, even your ISP's quality of service.

From Skuzzy's sticky:

I get a lot of questions about connections, net status, variance, and so on.

Let me start by dispelling some myths.
1) Your ping is some what irrelevant to the servers. If it is below 300ms, then you are golden. I see complaints from people complaining about their ping going from 10 to 60. To Aces High, you have the same connection at those rates.
However, the best connection is one that is steady without wide swings in the packet latencies.

2) Plane warping is not as much server related as it is client or Internet related. This is a simple fact. I will explain further down why.

And Skuzzy's money shot:

There are certain times of the calendar year where the Internet is going to be problematic, as it pertains to maintaining a reliable connection, to the game servers.  Unlike a first person shooter or browsing, where dropping packets is not so bad and may not be noticeable, flying at 400MPH makes things very problematic when the connection suffers abnormal delays and/or dropped packets.

This is the point where Skuzzy usually asks to see a pingplotter report from your location if you are having a real and serious problem.
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:07:58 PM
That stopped happening to me when I changed to NVIDIA adaptive sync versus v-sync.

Aces High is not a server centric game, the server application in question is a sophisticated routing application for player client based packets. The "game" takes place as a client side function which depends on the router packets routed through HTC. What is more telling will be routers along your internet path having problems or, as I noted above possibly traditional v-sync and screen writes or, your PC or, even your ISP's quality of service.

From Skuzzy's sticky:

I get a lot of questions about connections, net status, variance, and so on.

Let me start by dispelling some myths.
1) Your ping is some what irrelevant to the servers. If it is below 300ms, then you are golden. I see complaints from people complaining about their ping going from 10 to 60. To Aces High, you have the same connection at those rates.
However, the best connection is one that is steady without wide swings in the packet latencies.

2) Plane warping is not as much server related as it is client or Internet related. This is a simple fact. I will explain further down why.

And Skuzzy's money shot:

There are certain times of the calendar year where the Internet is going to be problematic, as it pertains to maintaining a reliable connection, to the game servers.  Unlike a first person shooter or browsing, where dropping packets is not so bad and may not be noticeable, flying at 400MPH makes things very problematic when the connection suffers abnormal delays and/or dropped packets.

This is the point where Skuzzy usually asks to see a pingplotter report from your location if you are having a real and serious problem.

The stuttering while gunning has been a problem since its inception, it has nothing to do with video settings.

It is a server centric game because you don't need to forward external packets to your client. The "connection" to the server opens up a channel for information to flow back and forth. If HTC ever implemented p2p to augment their system and allow greater numbers of planes visible on the frontend at a time, you would be accurate.

The game is still advertised as compatible with dial-up, but the reality is that broadband is so prolific compared to around AH's initial release that it should be ok to up the traffic a bit: Especially to make certain novelties, like gunning, more enjoyable/effective.

Concerning Skuzzy's voice on this issue; he would know best, but I don't think your quoting him in the right context.



Title: Re: Faster updating for gunners.
Post by: Skuzzy on May 17, 2017, 03:18:51 PM
I do not know what you are referring to when you say the "stuttering during gunning has been a problem since its inception".

I have gunned plenty of times and cannot say I have ever witnessed any "stuttering".

Need to see a film of what you are talking about.  I suspect this has little to do with the packet update rate which, currently, reaches four times a second, based on distance.
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:26:18 PM
Need to see a film of what you are talking about.  I suspect this has little to do with the packet update rate which, currently, reaches four times a second, based on distance.

That is exactly the issue, if a host moves during those four updates, the effect is quite jarring if you want to keep your guns on target. During an engagement as a gunner, the encounter usually lasts a few seconds at most. So this has quite a large effect on the outcome.

Voltron has seen the issue as well, and I bet other have as well.
Title: Re: Faster updating for gunners.
Post by: Wiley on May 17, 2017, 03:26:27 PM
 :headscratch:

Forgetting about whether they'd do it, seems to me updating the gunner faster is exactly backwards to what needs to be done.  Updating the target's current position would be what needs to be improved.

Not sure what kind of impact that would have though.  IIRC this game displays up to 100 vehicles at once.  Increasing the update rate would increase traffic by a ton compared to most of the games you're likely thinking of.  Only having 8 or 16 people to update is a bit different from 100 in an area.

Especially with the way the US internet infrastructure is overcrowded, I could see it hurting more people than just those on dialup.  Crappy broadband would likely suffer as well.

Overwatch level tick rates would likely bring most peoples' connections to their knees.

Wiley.
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:30:42 PM
:headscratch:

Forgetting about whether they'd do it, seems to me updating the gunner faster is exactly backwards to what needs to be done.  Updating the target's current position would be what needs to be improved.

It would be more efficient to only update the plane with the gunner's position other then the planes around (if they wish to keep data usage to the lowest possible).
Title: Re: Faster updating for gunners.
Post by: Skuzzy on May 17, 2017, 03:30:54 PM
That is exactly the issue, if a host moves during those four updates, the effect is quite jarring if you want to keep your guns on target. During an engagement as a gunner, the encounter usually lasts a few seconds at most. So this has quite a large effect on the outcome.

Voltron has seen the issue as well, and I bet other have as well.

Again, still need to see a film of what you are talking about as it still sounds like something else.

If you are where your IP address indicates you are, then I can see where you might see some stutters, not related to the update rate at all, but that is speculating.  Although, I am seeing packet loss on the path to your computer.  Latencies are swinging around as well.

A film would give us the data needed to verify some things.

<snip>
Not sure what kind of impact that would have though.  IIRC this game displays up to 100 vehicles at once.  Increasing the update rate would increase traffic by a ton compared to most of the games you're likely thinking of.  Only having 8 or 16 people to update is a bit different from 100 in an area.
<snip>

Actually, the game will track an unlimited number of vehicles/planes around you, within a 17 miles radius.
Title: Re: Faster updating for gunners.
Post by: Arlo on May 17, 2017, 03:32:01 PM
I can't help but think what a bomber just casually turning did to their gunner's ability to stay on target in real life. I mean, seriously. Did the waist gunner that suddenly needed to grab hold for dear life wonder about packet loss?
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:38:21 PM
Again, still need to see a film of what you are talking about as it still sounds like something else.

If you are where your IP address indicates you are, then I can see where you might see some stutters, not related to the update rate at all, but that is speculating.  Although, I am seeing packet loss on the path to your computer.  Latencies are swinging around as well.

A film would give us the data needed to verify some things.

Ok skuzz, I will try to get a video of it, but its hard to find someone who needs a gunner.

My ping to the game server is steady at 150, no packet loss 99% of the time. That means I fall within the 250ms update rate (as you pointed out).

My connection to the website/forums is dodgy though, I lose a lot of packets and have complained about it before (specifically).

Title: Re: Faster updating for gunners.
Post by: Skuzzy on May 17, 2017, 03:40:32 PM
The WEB site is at another ISP, but the forums are located on the same network as the game servers, so if you are losing packets to it, there is a good chance you are also losing packets to/from the game servers.
Title: Re: Faster updating for gunners.
Post by: Wiley on May 17, 2017, 03:42:52 PM
Actually, the game will track an unlimited number of vehicles/planes around you, within a 17 miles radius.

Not being argumentative, but I could swear I recall something different.  Does it only display up to a certain number?  Or is my memory blurring WBs in again?

Wiley.
Title: Re: Faster updating for gunners.
Post by: Skuzzy on May 17, 2017, 03:46:02 PM
Not being argumentative, but I could swear I recall something different.  Does it only display up to a certain number?  Or is my memory blurring WBs in again?

Wiley.

We used to have a hard cap of 128 in AH2.  In AH3, if there are more than 256 planes/vehicles around, then the remaining objects are just rendered as dots.  Still requires the client to track all the targets within a 17 mile radius.

Now, those far objects are not doing 4 packets/second on the update rate.  No need to.

The AH3 network stack is pretty sophisticated.
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:47:41 PM
We used to have a hard cap of 128 in AH2.  In AH3, if there are more than 256 planes/vehicles around, then the remaining objects are just rendered as dots.  Still requires the client to track all the targets within a 17 mile radius.

Now, those far objects are not doing 4 packets/second on the update rate.  No need to.

The AH3 network stack is pretty sophisticated.

Why did you guys split the arenas back, years ago; then? :Just curious:
Title: Re: Faster updating for gunners.
Post by: Wiley on May 17, 2017, 03:50:26 PM
We used to have a hard cap of 128 in AH2.  In AH3, if there are more than 256 planes/vehicles around, then the remaining objects are just rendered as dots.  Still requires the client to track all the targets within a 17 mile radius.

Now, those far objects are not doing 4 packets/second on the update rate.  No need to.

The AH3 network stack is pretty sophisticated.

Cool.  I remember once in WBs my FE hit whatever the limit was in there.  Always thought ~100 was great, but in practice could be exceeded if conditions were right.  My system not being able to display every plane I can see in AH3 is a problem I'd like to have one day.

Wiley.
Title: Re: Faster updating for gunners.
Post by: Skuzzy on May 17, 2017, 03:51:35 PM
Why did you guys split the arenas back, years ago; then?

That was strictly due to social issues in the game.  The more players there were, the worse the interaction got.  All it took was one person to cause any given arena to implode.

The game and servers have always been designed to handle 1,000 players in any given arena.
Title: Re: Faster updating for gunners.
Post by: AAIK on May 17, 2017, 03:56:22 PM
That was strictly due to social issues in the game.  The more players here were, the worse the interaction got.  All it took was one person to cause any given arena to implode.

The game and servers have always been designed to handle 1,000 players in any given arena.

This does make sense, since spontaneous behaviour can go downhill pretty fast and end up like a civil unrest. I always thought it was technical specs limited the game.