Author Topic: GV Lag?  (Read 3185 times)

Offline vent

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GV Lag?
« on: August 22, 2013, 07:10:19 PM »
I am curious why some people can see gv's before others when you or they are spawning in. I have heard the phrase "lag" which doesn't mean all that much to me. Sometimes, a gv will get 2 shots off at me before he appears on my screen. Is it my internet connection, computer speed, or theirs?

The second part of this lag question is it seems like certain people in gv's take more hits than others. The same person will take 3-4 shots straight in the side before they go down while others require only one consistently.

Thank you for the responses ahead of time.

And yes, I did a search and could not come up with anything.

Offline MrKrabs

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Re: GV Lag?
« Reply #1 on: August 22, 2013, 07:14:32 PM »
Combination of both...

There is a 3-5 second spawn-appearance time, which is partly to help ones spawning in...

But as for people absorbing extreme amounts a punishment as seen from your end, their pwnage simply hasn't caught up yet when they were already dead...

In a nut-shell, there is typically alot happening at the same time and there will be lag between all the people...
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Offline vent

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Re: GV Lag?
« Reply #2 on: August 22, 2013, 07:19:55 PM »
Thanks for the response. Is this something that is unavoidable and on the server level, or something I can improve by adding memory, internet speed etc...

Offline Blooz

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Re: GV Lag?
« Reply #3 on: August 23, 2013, 09:52:53 AM »
Thanks for the response. Is this something that is unavoidable and on the server level, or something I can improve by adding memory, internet speed etc...

The speed of light isn't going to change. The server could get faster but that's not your call. You could get a faster cpu and gpu and move closer to Texas but those would be fairly expensive. If you have a wireless router and a satellite dish to connect to the internet you'd be better off with cable but it's still not available way out in the woods.

It's the nature of games like this. Communication speed is everything but there's little you can do to improve it.
« Last Edit: August 23, 2013, 09:58:34 AM by Blooz »
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Offline dedalos

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Re: GV Lag?
« Reply #4 on: August 23, 2013, 09:37:41 PM »
The guy is not talking about a few milliseconds. To fire 4 shots can take over 10 seconds. What ever he us seeing is not lag. Probably the cell just bounced off
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline Tilt

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Re: GV Lag?
« Reply #5 on: August 24, 2013, 06:06:32 AM »
Related but not the same ..... I would like to see better smoothing coad when viewing zoomed at extreme range. Clearly when bouncing off trees or manoeuvring small hills the enemy tank under goes some very strange changes in direction.
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Offline Reaper90

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Re: GV Lag?
« Reply #6 on: August 24, 2013, 11:20:50 AM »
The guy is not talking about a few milliseconds. To fire 4 shots can take over 10 seconds. What ever he us seeing is not lag. Probably the cell just bounced off

A few days ago I was sitting near the VH at a port waiting for it to pop while we were trying to take.

It popped. I says to myself, "Self, lets get ready to kill some GV's!"

Then a T34 magically appears about 5 vehicle lengths outside of the VH, main gun aimed right at me, and he 1-shot kills me within 1 second of him appearing on my screen.

He had to have spawned, put it in gear and rolled forward, stopped, looked around, and had time to bring his gun to bear on me..... at least 5 seconds from him spawning to me seeing him. I tried to replicate with a T34 what he did, and it took at least 5 seconds, sometimes more (he turned his turret about 150 degrees, as I was behind the VH and to the side).

That kind of stuff is one of the only gripes I have about the GV game.
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Offline dedalos

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Re: GV Lag?
« Reply #7 on: August 24, 2013, 12:03:24 PM »
I think the above delay is by design to give spawning gvs a chance. Not sure though
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline icepac

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Re: GV Lag?
« Reply #8 on: August 24, 2013, 12:08:20 PM »
Easy to game it for the clowns who are able to induce lag.

Some players naturally have high latency which will cause something similar to happen but not to the extent of what you described.

The smarter guys actually look around in the tower before they spawn so they will immediately be turning the turret toward the guy camping the hangar the second they spawn in.


Offline MrRiplEy[H]

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Re: GV Lag?
« Reply #9 on: August 24, 2013, 12:28:05 PM »
Easy to game it for the clowns who are able to induce lag.

Some players naturally have high latency which will cause something similar to happen but not to the extent of what you described.

The smarter guys actually look around in the tower before they spawn so they will immediately be turning the turret toward the guy camping the hangar the second they spawn in.



I wouldn't say spawning at a camped spawn is smart in any situation. The game is flawed as long as people can sit at a spawn point waiting for the predictable appearance of an enemy.
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Offline EskimoJoe

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Re: GV Lag?
« Reply #10 on: August 24, 2013, 12:32:13 PM »
That kind of stuff is one of the only gripes I have about the GV game.

My only gripe is the spawn-campers who kill the potential for a great battle -- but I suppose if you've made it to the hangar, the fight must already be over.
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Offline dedalos

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Re: GV Lag?
« Reply #11 on: August 24, 2013, 12:38:23 PM »
Easy to game it for the clowns who are able to induce lag.


just out of curiosity, how do you think this is accomplished?  Just asking because people bring it up all the time and I don;t think it is possible with out special equipment and without HT catching you.  I don't think most people that talk about "net lag" really have a clue on how this game works even though there has been at list one thread where HT explained a few things.
« Last Edit: August 24, 2013, 12:41:25 PM by dedalos »
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline BaldEagl

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Re: GV Lag?
« Reply #12 on: August 24, 2013, 12:50:56 PM »
There's several factors at play here.

First the game allows a few seconds before a spawner appears.  That allows the spawner to actually get to his turret before you see him.

Second is lag.  Once the player spawns his computer tells the server which in turn tells your computer.  The lag is the combined time from him to the server to you so even if you have a fast connection he may not, allowing him some additional time.  Internet connection speed (i.e. cable vs dial-up) makes little difference.  It's the routing time across the internet that makes the difference and each of you will have different ping rates.

Third is the way the game code is written.  Your computer is continually updated with other player positions.  The further those players are from you the slower the update rates.  This can be seen when watching a distant dot in the air.  It will sit still then transport several hundred feet then sit still again but as you draw nearer it's movement will be fluid.  This can be exploited by moving to a base as far away from the one you want to spawn from as possible, then going to your spawn base and spawning immediately.  It takes several seconds for the server to recognize the difference in distance and begin to provide updates properly.

Finally, as someone already mentioned, a smart player will have scoped the field from the tower using F5 then F8 and know exactly where you are before ever spawning.  If they take advantage of all of the above they are most likely going to kill you before you realize what happened.  Hanger camping is a dangerous (and stupid) proposition so do so at your own risk.
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Offline dedalos

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Re: GV Lag?
« Reply #13 on: August 24, 2013, 01:10:56 PM »
There's several factors at play here.

Second is lag.  Once the player spawns his computer tells the server which in turn tells your computer.  The lag is the combined time from him to the server to you so even if you have a fast connection he may not, allowing him some additional time.  Internet connection speed (i.e. cable vs dial-up) makes little difference.  It's the routing time across the internet that makes the difference and each of you will have different ping rates.

So, in your opinion if your ping time is 30ms and mine 150ms somehow I will be able to take advantage of the additional time?  FYI, HT has taken care of the differences in ping times.

Quote
Third is the way the game code is written.  Your computer is continually updated with other player positions.  The further those players are from you the slower the update rates.  This can be seen when watching a distant dot in the air.  It will sit still then transport several hundred feet then sit still again but as you draw nearer it's movement will be fluid.  This can be exploited by moving to a base as far away from the one you want to spawn from as possible, then going to your spawn base and spawning immediately.  It takes several seconds for the server to recognize the difference in distance and begin to provide updates properly.


Can you send me a copy of the code please?  I am sure I can fix it so it does not take a few seconds to recognize where you spawned lol.
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline BaldEagl

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Re: GV Lag?
« Reply #14 on: August 24, 2013, 01:18:49 PM »
So, in your opinion if your ping time is 30ms and mine 150ms somehow I will be able to take advantage of the additional time?  FYI, HT has taken care of the differences in ping times.

Can you send me a copy of the code please?  I am sure I can fix it so it does not take a few seconds to recognize where you spawned lol.

You'll be able to take advantage of 180ms.  The way HT takes care of the difference in ping times is through smoothing.  There's nothing to smooth on an initial spawn.

Obviously I don't have the code but go online and try it for yourself with a couple of your buddies.  It's always been that way.  And I'm pretty sure YOU wouldn't be able to fix it lol.
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