Why desync is fixable:

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DE3me wrote:
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RogueMage wrote:
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DE3me wrote:
Others and myself already valued the possible problems and i, for my part, am certain that i would prefer a (little as possible) STABLE delay on any action, than this arbitrary desync.

You're on the internet, there's no such thing as a "stable delay".

Yes, there is.
If i play DotA 2 (on the next server to me) i always get a delay between 20-30ms. Yes, it is not 'stable', like always 24ms and never change ever, but it is in a reasonable window.

Great, wonderful news, GGG can henceforth base their global online architecture on an anecdotal account of your local internet connection.
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RogueMage wrote:
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DE3me wrote:
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RogueMage wrote:

You're on the internet, there's no such thing as a "stable delay".

Yes, there is.
If i play DotA 2 (on the next server to me) i always get a delay between 20-30ms. Yes, it is not 'stable', like always 24ms and never change ever, but it is in a reasonable window.

Great, wonderful news, GGG can henceforth base their global online architecture on an anecdotal account of your local internet connection.


Come on, there is no point in denying that latency can be lowered to an acceptable/barely noticeable amount of time given the game in question has a proper server infrastructure and the client has a decent connection. Many games do this successfully.

I am not saying that this would be a viable short-term solution for PoE. It's kinda obvious that the OP's suggestion attempts to solve the desync problem by throwing money at it. Overhaul netcode, rent more servers allover the world. Nothing you should do without proper planning.

However, something has to be done about desync at some point in the future. Yes, some people seem to have little problems with desyncs but they ruin the fun for others. Just check the forums. I am not saying that the OP's idea is the only way to handle this but at least it's an option that has already proven itself viable. PoE's solution, on the other hand, not so much.
Exactly
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kruemel2222 wrote:

Come on, there is no point in denying that latency can be lowered to an acceptable/barely noticeable amount of time given the game in question has a proper server infrastructure and the client has a decent connection. Many games do this successfully.

I am not saying that this would be a viable short-term solution for PoE. It's kinda obvious that the OP's suggestion attempts to solve the desync problem by throwing money at it. Overhaul netcode, rent more servers allover the world. Nothing you should do without proper planning.

However, something has to be done about desync at some point in the future. Yes, some people seem to have little problems with desyncs but they ruin the fun for others. Just check the forums. I am not saying that the OP's idea is the only way to handle this but at least it's an option that has already proven itself viable. PoE's solution, on the other hand, not so much.


I won't deny that it is costly, but any solution for server based games is somewhat costly.
But:
1. I think they would get more player (or coming back player, if you will so) when they change the system and eliminate the desync problem.
2. They could ally with some company that already has a server infrastructure (for example Valve, i know some indie games that use their server infrastructure already and NO steam doesn't have to be the only platform for the game... , just because i know a lot of people hate steam for various reasons... and YES you can stay independent)
3. They don't have to change the system in an instant, but eliminating the option is just wrong. And that is what they did in the manifesto.

+ what i wrote in the first post: the possibility of growth and bringing up more server in more areas.
Last edited by DE3me#2347 on Sep 12, 2013, 6:42:20 PM
Not saying your suggestion is bad. I actually like it. Heck, I would welcome everything that helps with the desync problem. I just wanted to point out that I don't think that anything will change dramatically anytime soon. GGG has surely a lot of work with act3x and release next month so I doubt that desync has high priority at the moment.
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kruemel2222 wrote:
Not saying your suggestion is bad. I actually like it. Heck, I would welcome everything that helps with the desync problem. I just wanted to point out that I don't think that anything will change dramatically anytime soon. GGG has surely a lot of work with act3x and release next month so I doubt that desync has high priority at the moment.

It should have the highest priority you can give something, because it will be the biggest improvement they can make for this game. I think everybody can wait for anything, if it would help to fix the desync problem.
I know that not everybody can do everything (a designer can't code something etc.), but all people that can work on it, should work on it.
The main problem with my solution is that they already put it out of commission with weird half assed argument ('won't work, so we don't consider this'), that isn't even an argument to begin with. That is one of the points i want to change. They should consider it and maybe even try it out. Set up a server with my solution and try it (yes, they need people to code something like that, but if it helps to fix desync it should be possible).

I'm to 100% sure that it will suceed and with good servers and no desync the enjoyment of the game FOR ALL will go through the roof.
As has been said before. Your suggestion introduces a noticeable delay. This is by design. When you slave the client to the server, this is the end result. No desync, but less responsive gameplay. Case in point, I refuse to play on EU servers unless my arm is twisted. Even though the additional latency is only 100ms, it makes the game horrid.

Ill pass.
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MrSmiley21 wrote:
I used to play fighting games online through this service:

http://ggpo.net/

Its an emulator with excellent netcode. I'm east coast USA and I can play people in Japan with minimal lag, and we're talking about fighting games where one single frame out of 60 can screw your execution. Remarkably it works. Whoever designed that emulator clearly knows their shit when it comes to netcode. He is clearly better at netcode than the GGG devs are, maybe they should contact him?
This is a fucking good suggestion.
GGPO explained (from Game Developer Magazine)
As you can see from the netcode model, GGPO does precisely what PoE is trying to do: predictive, rather than wait-based, netcode. It calls rubberbanding a "rollback," but that's just semantics.

The primary difference: PoE tries, GGPO succeeds.

By the way, his name is Tony Cannon.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Sep 13, 2013, 5:24:34 AM
Are you guys seriously comparing most fighting games that function on a 2d plane with a max of 4 characters on screen at once to an ARPG with a shit lot more going on?

This is why you're not game developers.
Last edited by Septile#3881 on Sep 13, 2013, 3:38:18 AM
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Septile wrote:
Are you guys seriously comparing most fighting games that function on a 2d plane with a max of 4 characters on screen at once to an ARPG with a shit lot more going on?
Yes.

Don't get me wrong though — I completely agree with you that PoE has a much higher complexity due to its greater scale. It's more difficult to get PoE to work with a predictive netcode than it is to get GGPO to work.

Still, I believe that GGPO's creator knows quite a bit about predictive netcode and would be a valuable addition to the GGG team. Fighting games don't tolerate a lot of desync, and GGPO works smoothly enough where the lag is undetectable even to some of the best players of the games in question. It's an impressive accomplishment in desync reduction, even factoring in the smaller scale.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Sep 13, 2013, 3:43:37 AM

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