When desyncs will be fixed?
"Nobody wants the server to verify every action before accepting it. Some client interpolation and freedom is completely acceptable in a game like PoE. The problem is that you regularly desync over a screen away and it takes forever (sometimes 10+ seconds or NEVER) for it to update to your real position. One of the main reasons is because the server doesn't tell you when it doesn't let you move. If you walk through a blocked doorway on the clientside then it lets you keep moving even though the motion fails completely on the server side. The server needs to force position updates to the client in this situation. Last edited by Watlok#2219 on Nov 7, 2012, 8:58:48 PM
|
![]() |
This topic definitely needs bump.
|
![]() |
I tried to play a bit just before 0.13 came and desyncs are still bad. Before summer I could barely feel them and at end of summer they became constant.
If it helps I felt it most with a melee viper strike characters (shadows and rangers) and anyone using whirling strike. I also had potion uses not register on occasion. |
![]() |
*BUMP*
I know you (GGG) are aware of it. This is a critical issue and i am just curious about your plan on how to improve on it. I suppose there is the major concern of the limited availablity of computing power on the server side.. but i am more curious about your opinion on whats left on software side in regard of optimizations. My experience so far: During Closed Beta around Aug-Sept 2012: 40-80ms usually, small but frequvent desyncs. Since Open Beta: 150-250ms, constant desyncs and its scale depending on how many monsters are engaged. Apart from PoE i used to have around 40-50ms in online games. IGN: TntmaxyMarauderTwo
Gateway: Europe Usual playtime: Weekdays: GMT 20:00 - 24:00 | Weekend: random |
![]() |
" exactly the same for me, i cant really kite big mobgroups because the enemys are switching arround like hell I kite, want to turn around and hit the enemy with viper strike, then in 50% of the cases the enemy is ported back to the real place he stands and the char is running backwards into the middle of the whole group and dies and when you pull more its only getting worser because there are more mobs that can be calculated wrong that leads to a gameplay where i only can stand in the backround and spamming lightning strike and hope that something hits or an enemy laags into the aoe... i hope they will fix that soon Last edited by Zonsar#5826 on Feb 3, 2013, 4:43:41 PM
|
![]() |
A lot and i mean a looooot of similar problems here. Most of them occuring with a lot of enemies or enemies with moving fast affix or with speed aura. Also having high movement speed on character cause desync.
Most of my deaths are caused by this issue. Im not even going hardcore until it is fixed completly. i got my beta key from Icoblablubb - vielen danke !!!
the first (and only?) 6 linked blue sox on magic armor in beta :P |
![]() |
I tried to make a whirling blades character but didnt go very well because of desyncs. Once i star spamming whirling blades in big mob packs all the mobs just glitch out like mad. Not to mention trying to kite mobs back while hitting them is a pain also as they always teleport back about 5 feet almost every time.
|
![]() |
Crazy desyncs with my melee shadow. It's especially bad using cleave with big mobs.
|
![]() |
i suffer from the very same problem: constant disconnects...very hard to progress....
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
![]() |
I find your AI prediction technology to work great for single player (Ping below 266ms), but not so great when playing with multiple human players which is understandable. It's impossible to have decently reliable AI predictions in this kind of game when there are multiple known elements added in to the mix instead of just the one unknown element.
The only reason decent AI works in FPS games (Like the amazing original Unreal Tournament) is because there aren't a billion units swarming around the area and most FPS games have minimal Melee combat which is when swarming large numbers of enemies will become the biggest issue. It also works in an RTS because those games demand constant synchronization (If one player lags, everyone lags equally). Having the same level of synchronization as an RTS game will be a gargantuan burden on the existing server infrastructure and is the only way that I know of to 100% fix AI predictability when multiple human players are involved in this kind of game. (Essentially no prediction needed at all) That being said, I do find it odd that I have less of an issue with AI predictability in Diablo 3 then I do PoE when playing with other players. So it seems it could be improved but I just can't grasp how, without introducing some kind of artificial latency for all players involved to give the server time to work things out proper. I just can't think of anything useful to this topic. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Feb 3, 2013, 11:59:29 PM
|
![]() |