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Post by Klip on Mar 18, 2017 11:21:31 GMT
Remove the time dilation when clients are out of sync please As someone who lives in Asia (SG) and gets connections from other countries very often, i have not went through a single game where the time dilation did not happen. From what I can see, so long as anyone outside of the country I live joins, the time dilation instantly triggers and everything goes mad. Before anyone asks, i have a GTX1080, am running fiber and is getting around 90 FPS, (120+ during time dilation) during normal gameplay or multiplayer before anyone joins.
For anyone who dont know what I am talking about, its basically this
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Post by Klip on Mar 18, 2017 11:27:30 GMT
And yes this time dilation is apparently applied to everyone in the game, its also applied to players in a game if I were to for e.g, join a game hosted in US
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Post by jam201984 on Mar 18, 2017 11:29:39 GMT
oh shit i'm from the Uk i thought this was a mix of frame rate and lag, i was host and getting it with 200mb net. im glad it not just me anymore How can this be fixed i'v never seen anything like this before ?
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DavionVargas
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Post by DavionVargas on Mar 18, 2017 13:38:06 GMT
Me and my friend have same issue. This time dilation thing totally ruined our game experience.
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Post by SalMasRac on Mar 18, 2017 14:13:46 GMT
Check it out, the Hack Timer was counting down from 4:39, at video time 1:26.
By the time the Hack Timer had counted down to 4:29 (10 seconds of ingame time), the video time was 2:09.
Those 10 seconds of ingame time took 43 seconds of real life time to elapse.
But talking about this is an overreaction. This is a AAA title by a AAA developer, and we have no right to complain.
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Post by Klip on Mar 18, 2017 15:40:27 GMT
Oh you have noooo idea lol. Had a bronze game lasting close to an hour when timer said 22 mins at the end. We somehow manage to clear the darn thing what with aim overextending and characters warping here and there due to the slow mo
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Post by zorinho20 on Mar 18, 2017 16:11:59 GMT
When I first time experienced it,I was WTF!!!
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Post by Cirvante on Mar 18, 2017 16:28:21 GMT
Happened to me twice as well. Makes the game pretty much unplayable.
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stardog89
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You know what they always say, "Whitewater in the morning!"
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Post by stardog89 on Mar 18, 2017 18:38:16 GMT
It's just the Dead Eye feature from Red Dead Redemption.
It's working as intended.
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Post by Pounce de León on Mar 18, 2017 18:53:53 GMT
Is this "lag compensation"?
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Post by Deleted on Mar 18, 2017 19:01:56 GMT
Is this "lag compensation"? Yeah, there's no way around it with the way theyre using p2p. sell multiplayer-only copies for $20-30 so we can get dedis, seriously biower.
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Post by SalMasRac on Mar 18, 2017 19:04:38 GMT
Reminds me of the time I tried to play Mechwarrior 1 on my father's IBM PC. It still boggles my mind that my uncle's IBM PC Jr. had a faster processor than an IBM PC. You'd think the Jr. would be the budget verison, and that my father's IBM PC would be a pretty top-of-the-line model considering he worked for Teledyne.
TLDR it sucked
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Post by evosigma on Mar 18, 2017 20:52:42 GMT
And yes this time dilation is apparently applied to everyone in the game, its also applied to players in a game if I were to for e.g, join a game hosted in US By all accounts and reports, this time dilation is ONLY experienced by the host. There have been multiple posts about it here and over at the me co-op subreddit. I also submitted a bug report about it at the ea answer website (for whatever good that will do) if the devs actually use it for feedback. reddit thread
bug report
Another video example (thansk to S4R1N for posting it): It's all so baffling since this wasn't an issue in me3mp and is a newly introduced bug (hope to god it's not a feature) from moving over to frostbite. Battlenonsense has also stated that he'll get around to doing a network analysis of me:a mp so I guess we'll have to wait until then to get further details on the network implementation as a whole. I'm honestly concerned as to what he'll find with the scale of issues that people have been reporting so far.
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Post by SalMasRac on Mar 18, 2017 21:12:39 GMT
And yes this time dilation is apparently applied to everyone in the game, its also applied to players in a game if I were to for e.g, join a game hosted in US By all accounts and reports, this time dilation is ONLY experienced by the host. There have been multiple posts about it here and over at the me co-op subreddit. I also submitted a bug report about it at the ea answer website (for whatever good that will do) if the devs actually use it for feedback. reddit thread
bug report
Another video example (thansk to S4R1N for posting it): It's all so baffling since this wasn't an issue in me3mp and is a newly introduced bug (hope to god it's not a feature) from moving over to frostbite. Battlenonsense has also stated that he'll get around to doing a network analysis of me:a mp so I guess we'll have to wait until then to get further details on the network implementation as a whole. I'm honestly concerned as to what he'll find with the scale of issues that people have been reporting so far. How could it only be experienced by the host? Are the three other team members halfway through extraction wave, while the host is still on Wave 6 hacking the objective with the time dilation? That just isn't possible.
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Post by leafspring on Mar 18, 2017 21:23:13 GMT
By all accounts and reports, this time dilation is ONLY experienced by the host. There have been multiple posts about it here and over at the me co-op subreddit. I also submitted a bug report about it at the ea answer website (for whatever good that will do) if the devs actually use it for feedback. reddit thread
bug report
Another video example (thansk to S4R1N for posting it): It's all so baffling since this wasn't an issue in me3mp and is a newly introduced bug (hope to god it's not a feature) from moving over to frostbite. Battlenonsense has also stated that he'll get around to doing a network analysis of me:a mp so I guess we'll have to wait until then to get further details on the network implementation as a whole. I'm honestly concerned as to what he'll find with the scale of issues that people have been reporting so far. How could it only be experienced by the host? Are the three other team members halfway through extraction wave, while the host is still on Wave 6 hacking the objective with the time dilation? That just isn't possible. If the host runs the game simulation only at a fraction of the speed the clients do, they'd probably experience a lot of rubberbanding, resetting them to the state the host is in and thus keeping them in sync. Just a random guess, though. While pretty terrible for the game, it's quite an interesting issue from an engineering standpoint.
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Post by Deleted on Mar 18, 2017 21:29:44 GMT
By all accounts and reports, this time dilation is ONLY experienced by the host. There have been multiple posts about it here and over at the me co-op subreddit. I also submitted a bug report about it at the ea answer website (for whatever good that will do) if the devs actually use it for feedback. reddit thread
bug report
Another video example (thansk to S4R1N for posting it): It's all so baffling since this wasn't an issue in me3mp and is a newly introduced bug (hope to god it's not a feature) from moving over to frostbite. Battlenonsense has also stated that he'll get around to doing a network analysis of me:a mp so I guess we'll have to wait until then to get further details on the network implementation as a whole. I'm honestly concerned as to what he'll find with the scale of issues that people have been reporting so far. How could it only be experienced by the host? Are the three other team members halfway through extraction wave, while the host is still on Wave 6 hacking the objective with the time dilation? That just isn't possible.
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Post by evosigma on Mar 18, 2017 21:38:36 GMT
How could it only be experienced by the host? Are the three other team members halfway through extraction wave, while the host is still on Wave 6 hacking the objective with the time dilation? That just isn't possible. If the host runs the game simulation only at a fraction of the speed the clients do, they'd probably experience a lot of rubberbanding, resetting them to the state the host is in and thus keeping them in sync. Just a random guess, though. While pretty terrible for the game, it's quite an interesting issue from an engineering standpoint. I believe this is correct. Since this is a p2p network configuration the host is responsible maintaining the simulation while all the other clients are in communication (not sure what client -> server or server -> client update rate is). Since we don't have any deeper information regarding their exact network model, we're only left to speculate. A lot of people have been reporting that this generally occurs when there's a total of 4 players in the lobby and possibly if one of the client's connection to the host is poor resulting in massive desyncing issues. It would then result in time dilation as an attempt to resync the host to the clients. The clients themselves do not experience the slow down but instead experience massive rubberbanding. This has also been somewhat confirmed by accounts in the reddit thread where the client players were reporting rubber banding while the host was slowing down. Again this is just speculation and a network analysis can't come soon enough.
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Post by Deleted on Mar 18, 2017 21:51:59 GMT
If the host runs the game simulation only at a fraction of the speed the clients do, they'd probably experience a lot of rubberbanding, resetting them to the state the host is in and thus keeping them in sync. Just a random guess, though. While pretty terrible for the game, it's quite an interesting issue from an engineering standpoint. I believe this is correct. Since this is a p2p network configuration the host is responsible maintaining the simulation while all the other clients are in communication (not sure what client -> server or server -> client update rate is). Since we don't have any deeper information regarding their exact network model, we're only left to speculate. A lot of people have been reporting that this generally occurs when there's a total of 4 players in the lobby and possibly if one of the client's connection to the host is poor resulting in massive desyncing issues. It would then result in time dilation as an attempt to resync the host all the clients and the clients themselves do not experience the slow down but instead experience massive rubberbanding. This has also been somewhat confirmed by accounts in the reddit thread where the client players were reporting rubber banding while the host was slowing down. Again this is just speculation and a network analysis can't come soon enough. it really isn't rocket science, if you're hosting chinese players and live on the west coast and it takes 1s for every input to reach you, there's bound to be some horrible lag issues. why on earth bioware isn't using dedis for a full price game with microtransactions is questionable.. MP clearly not their main focus. in fact, do they really deserve your money? hmm.
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Post by Deleted on Mar 18, 2017 21:57:24 GMT
Wait, what's time dilation?
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Post by lurkinglurker on Mar 18, 2017 22:05:59 GMT
Remove the time dilation when clients are out of sync please As someone who lives in Asia (SG) and gets connections from other countries very often, i have not went through a single game where the time dilation did not happen. From what I can see, so long as anyone outside of the country I live joins, the time dilation instantly triggers and everything goes mad. Before anyone asks, i have a GTX1080, am running fiber and is getting around 90 FPS, (120+ during time dilation) during normal gameplay or multiplayer before anyone joins. For anyone who dont know what I am talking about, its basically this I tweeted the devs this issue for you though I added a disclaimer that I don't know if it's being applied to just the host or the host+everyone else as I'm seeing mixed responses, but hopefully they'll help everyone having this problem out soon.
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Post by SalMasRac on Mar 18, 2017 22:12:22 GMT
Wait, what's time dilation? Time Dilation is the name for the slowdown effect in ME2 and ME3 singleplayer which allows plebs to think they are snipers. It triggers for like 2 seconds every time they scope a sniper rifle. In MEA it triggers for an entire fucking match apparently
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Post by evosigma on Mar 18, 2017 22:23:07 GMT
I believe this is correct. Since this is a p2p network configuration the host is responsible maintaining the simulation while all the other clients are in communication (not sure what client -> server or server -> client update rate is). Since we don't have any deeper information regarding their exact network model, we're only left to speculate. A lot of people have been reporting that this generally occurs when there's a total of 4 players in the lobby and possibly if one of the client's connection to the host is poor resulting in massive desyncing issues. It would then result in time dilation as an attempt to resync the host all the clients and the clients themselves do not experience the slow down but instead experience massive rubberbanding. This has also been somewhat confirmed by accounts in the reddit thread where the client players were reporting rubber banding while the host was slowing down. Again this is just speculation and a network analysis can't come soon enough. it really isn't rocket science, if you're hosting chinese players and live on the west coast and it takes 1s for every input to reach you, there's bound to be some horrible lag issues. why on earth bioware isn't using dedis for a full price game with microtransactions is questionable.. MP clearly not their main focus. in fact, do they really deserve your money? hmm. Yes, but in a traditional p2p network with a host client structure, the host should not be experiencing interruptions and the slow downs that we're seeing today. It wasn't in me3mp and it makes both the host and off-host experience unenjoyable. The time dilation that we're experiencing is also something that definitely isn't common in any p2p network configuration which brings me to believe that there are significant problems with the current netcode that's actually a step down from what it was in me3mp if you can believe that.
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Post by evosigma on Mar 18, 2017 22:28:23 GMT
How could it only be experienced by the host? Are the three other team members halfway through extraction wave, while the host is still on Wave 6 hacking the objective with the time dilation? That just isn't possible. Oh man... Didn't discover the unofficial forums until very recently and it's like the BSN of the me3mp days. It wasn't the same during DA:I since the devs were hyper defensive towards any criticism and quite frankly seemed somewhat clueless as to what they were doing (went as far as banning salsa lol). The level of memes are just what I remember back when BroJo was around...
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Post by Deleted on Mar 18, 2017 23:09:17 GMT
it really isn't rocket science, if you're hosting chinese players and live on the west coast and it takes 1s for every input to reach you, there's bound to be some horrible lag issues. why on earth bioware isn't using dedis for a full price game with microtransactions is questionable.. MP clearly not their main focus. in fact, do they really deserve your money? hmm. Yes, but in a traditional p2p network with a host client structure, the host should not be experiencing interruptions and the slow downs that we're seeing today. It wasn't in me3mp and it makes both the host and off-host experience unenjoyable. The time dilation that we're experiencing is also something that definitely isn't common in any p2p network configuration which brings me to believe that there are significant problems with the current netcode that's actually a step down from what it was in me3mp if you can believe that. i mean it's pretty simple: time dilation gives more time for off-host inputs to be registered and take part of the host's simulation. they would otherwise mostly be invalidated (less attacks/dodges would be registered). it just gives more control to off-host players under heavy lag i guess.
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Post by evosigma on Mar 18, 2017 23:18:20 GMT
Yes, but in a traditional p2p network with a host client structure, the host should not be experiencing interruptions and the slow downs that we're seeing today. It wasn't in me3mp and it makes both the host and off-host experience unenjoyable. The time dilation that we're experiencing is also something that definitely isn't common in any p2p network configuration which brings me to believe that there are significant problems with the current netcode that's actually a step down from what it was in me3mp if you can believe that. i mean it's pretty simple: time dilation gives more time for off-host inputs to be registered and take part of the host's simulation. they would otherwise mostly be invalidated (less attacks/dodges would be registered). it just gives more control to off-host players under heavy lag i guess. Honestly, I believe there might be more to it than that and we simply don't know the details of their network configuration to make a definite assertion yet. Until we're given more information/details about their network implementation or until battlenonsense does his network analysis, we're honestly just left guessing. Would not pass around any speculation as fact at this point though since it's far too early to do that and we don't need to spread damaging misinformation. It's more of a wait and see situation honestly.
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