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[FAQ
Forum Index » » English (General) » » desync, one of the biggest killers
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 Author desync, one of the biggest killers
Great Budda
Fleet Admiral
Pitch Black


Joined: January 01, 2008
Posts: 157
From: Omaha, NE
Posted: 2010-05-05 06:57   
Quote:

On 2010-05-05 06:42, BackSlash wrote:
I don't get why people are comparing other games to DarkSpace. No other game uses a system like DarkSpace, ergo, you can't compare it.

It's like saying "I DON'T LAG IN PONG, BUT I LAG IN UNREAL TOURNAMENT 3!". Makes no sense.





Best analogy ever......
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Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2010-05-05 08:12   
Quite a few online games out there that have the same importancy of tracking each projectile, and working out if that single projectile hits one particular hit-box or a stray projectile hits another hit-box, and for those individual projectiles to be recorded. Darkspace is not alone.
Aces High (WW2 Online Flight Sim), each bullet, bomb, rocket is tracked and recorded. Aces High arenas peek 400+ on weekends with no lag.
WW2Online (WW2 MMOFPS) largest game map of any mmo out there today, though again has to track individual bullets whether its from a rifle of a soldier to a .50 cal from a french P38 Lightning to a 5" cannon fired from a destroyer off the coast of France, or bombs dropped from a Boston bomber at 20k feet. All these are individually recorded. Players 500-1k+ with no lag.

Yes sure a good internet connection does help and I use one of the best ISP in the country called Zen Internet, I do pay alittle over the odds say compare to say Virgin but you get what you pay for, and I do infact experience hardly any if no desync at all. Sure we all get lag spikes and we might warp alittle or see other people juddering and warping alot thats part of being on the net.

Players might argue they have the best machine available, the best internet their country offers and still continungly desync, they will just put it down to terrbile game network coding between the game client on the player machine to the Darkspace server, which I believe is the case alot of the time.
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Aradrox
Grand Admiral

Joined: March 12, 2007
Posts: 133
From: Tennessee
Posted: 2010-05-05 08:28   
suggestion to fix desync im not sure how the packet delivery system works but i dont see why a system could not be introduced that would require your computer to confirm that a packet was recieved...keep in mind this may already be in place or this may not be possible this is just a random thought from someone that has a mediocre understanding of network trafic but a resoponse from a dev or someone thats knows more about this would be much apreciated thanks
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-05-05 08:45   
Quote:

On 2010-05-04 23:14, Kiyoh of the Rain*Rogue* wrote:
Quote:

On 2010-05-04 23:08, Jamesbond [R33] wrote:
i think zero28's internet sucks cause he just double posted something 2 hours apart!



thats some really bad lag?





haha no that not lag, i just went watching a movie after i post, and when i came back, i have this habbit to hit refresh to see the new post, i never noticed i was still on the (succesffully posted) screen thingy
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2010-05-05 11:22   
Quote:

On 2010-05-05 08:28, Fleet Admiral Aranox wrote:
suggestion to fix desync im not sure how the packet delivery system works but i dont see why a system could not be introduced that would require your computer to confirm that a packet was recieved...keep in mind this may already be in place or this may not be possible this is just a random thought from someone that has a mediocre understanding of network trafic but a resoponse from a dev or someone thats knows more about this would be much apreciated thanks




We have that, it's called TCP..
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2010-05-05 11:23   

If you are having lag issues, TURN OFF UDP using ClientSetup... some ISP's will block UDP traffic and this will result is some very bad game play for your client.

-F

[ This Message was edited by: Faustus on 2010-05-05 11:24 ]
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2010-05-05 14:58   
What is UDP? If its something i don't need i might as well just disable it.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-05-05 15:07   
UDP and TCP are two different network protocols. In laymans terms, UDP is "faster" and takes less resources than TCP. However, UDP only sends each packet once, so whatever is received is used and any only packets that arrive are checked. If some of the packets you recieve are corrpted then they are dropped.. In this manner, the data from the server is delivered to your client is used whether it right, wrong, or incomplete.

The difference with TCP is that the protocol detects missing or "bad" (for lack of a better term) data using the packet's header information and either fixes or requests a resend. This is done to ensure the data used in the client application is exactly what was sent by the server, and vis versa. As one might imagine, TCP takes more overhead than UDP.

UDP and TCP in a nutshell.

[ This Message was edited by: Sensitivity on 2010-05-05 15:09 ]

[ This Message was edited by: Sensitivity on 2010-05-05 15:13 ]
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  Email Sens [R33]
SpaceGK
Marshal
*Renegade Space Marines*


Joined: July 26, 2009
Posts: 323
From: Ontario, Canada
Posted: 2010-05-05 15:57   
yes, my problems definatly have to be in slow, unrelaible internet. im in very desperate need of better internet especially with all the crap i download
my point being i don't blame the DS server for my lag/desync

Quote:

On 2010-05-04 20:00, BackSlash wrote:
Even 40 ms is a lot. If a projectile misses you on your screen, but hits on

the server due to that 40 ms gap, and then the server tells you that you got

damaged, and your client drops the packet, then you never realise you got

hit.



I wish i only had a latency of 40... try playing with it normally around

250-500 on a good day, but on most days closer to 800-1000. And the really

bad days when i have to log off cause the lag gets so bad-around 8000. yes

8000.

u try shooting someone and actually doing damage with a rediculously high

latency (let alown someone trying to shoot me(especially when im in a small

ship)). I see the people infrount of me, but realit is, they could be

1000's of gu away.

Quote:

On 2010-05-04 19:56, Zero28 wrote:
got to admit, i play lot of Online multiplayer games , Hard to beleive its

OUR internet although, Spacegate, your internet just suck iv seen you get

under ship but you disconnected thus i kept seeing your ship going lower,

and lower and lower.....




aye, the result of many disconnects

Quote:

On 2010-05-05 11:23, Faustus wrote:

If you are having lag issues, TURN OFF UDP using ClientSetup... some ISP's

will block UDP traffic and this will result is some very bad game play for

your client.

-F


I tryed this... might have helped a little

*hints reconnect buton to be visible at all times, once again*
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Glaceon
Fleet Admiral

Joined: January 08, 2010
Posts: 141
Posted: 2010-05-06 09:35   
lol ive read every post so far and i feel unlucky all of u got good nets compeared to mine i get below 200 latency/ping on my lucky days on online games on CoD MW2 on ps3 i am always 2/4 bars or below and my ping is like crazy on a good day il get 250 ping =( on any game
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-05-06 19:24   
I have a realtime SNMP bandwidth graph running on my other monitors and when playing DS it barely uses above dialup speeds which i find odd.

I also have MLPPP (bonding two DSL lines to make a big one) that causes me lag so I setup a route in windows to send all my DS traffic to my IPV6 gateway and it seems to clear some of it up.

I'm going to try turning off UDP now as well.
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