I gave this one a fair go and, no… the improvements needs to be perceived. I tried it on several places (Sydney, Singapore, LA, Frankfurt and Stockholm). At some point, I tried to play at Sao Paolo with 420ms latency and it’s the same symptoms of hits not registering and reloads not working.
Netcode needs to be seriously reworked. Whatever you did in the last 5 updates, you need to bring it back because it’s really intolerable when you run out of ammunition and have to reload much longer than necessary just to get back into the fight.
BTW, that app switching thing with Alt-Tabbing in and out of DB and lockups happen??? Google Chrome isn’t causing it. Even if it’s not on, Alt-Tabbing will somehow upset EAC and give you a Game Security Violation Error #00000001
These severe lag issues didn’t exist in anything even coming close to this severity before the 1.0 release, and I seriously doubt there are THAT many new players - hell, ancient games like DOOM and QUAKE could handle probably an exponentially larger amount of players - without lag. You sound like a nice person, but also like a fanboy. Please don’t try this lame game of smoke and mirrors on me. The massive lag issue is new! SD obviously introduced something with 1.0 that they need to back out ASAP.
Were suspecting some server side processing is preventing the transmission of the game stream to client (not sure what it is cause we don’t have the knobs and levers of this game) and the client seems to be having game processing lag spikes as identified here.
We’re suspecting it’s EAC contesting the single core for processing that’s causing these spikes.
Sorry if this is unhelpful, but I’ve been using Alt+Esc for as long as I can remember, so if you ever need to tab out that’s what I’d recommend. I’ve never encountered any issues with EAC and tabbing out with that so hopefully that’s a temporary fix since even the simple things seem to have broken post 1.0.
What works for me is to just have DB open in one desktop and then switch straight to the other one do other stuff. Getting back into the game takes a bit but I think that’s to be expected. I’ve never encountered any EAC problems using this method.
Oops, sorry my bad. Didn’t know that Alt-Tab were the keys for switching desktops. Never had to use it that way because I’m on a laptop. I just use the gestures on my touchpad (4-finger swipe).
Edit: There is a way to switch desktops immediately without Alt-Tab
As long as you have more than one desktop already set up, you can switch between them using:
Ctrl+Win+Left/Right arrow key
It is basically the same as my left/right 4 finger swipe gesture so I think you should try it, it might just work considering how fussy Windows is nowadays.
i.e. ‘desktop 2’ is to the right of ‘desktop 1’, so you use Ctrl+Win+Right_Arrow to switch from desktop 1 -> 2 and Ctrl+Win+Left_Arrow for switching from desktop 2 -> 1
I didn’t say anything about the influx of new players (or lack thereof) being the cause of the lag. I meant that the developers would not have been able to replicate a real world test of the update’s performance as well as accounting for all the other variables and therefore would not have known that these issues would have reared their ugly heads. Although I could have explained/included that by this I also meant that whatever changes were made to Dirty Bomb for the 1.0 update would probably have contributed or quite possibly have been the cause of the lag issues. Of which yes, I agree that the lag we have now is the worst it’s ever been (at least in my experience), due to it’s relentless, tormenting nature.
And what about those times during the beta where players including myself have suffered from those 900+ ping spikes, which usually had us kicked from the match? Lag has always been a concern that has constantly surfaced in the Dev videos. I know that this is also dependent on our own internet connection and that nearly all online games are vulnerable to it, I’m just saying that its a possibility that the 1.0 update was not the sole/root cause of all the lag.
It’s not as if I completely disagree with you, my interests align with yours, bottom line I want this issue to be addressed. We all do. I’m simply giving feedback and stating my opinion in a different way, looking at other possibilities, staying positive and giving encouragement. On top of that, I like to provide justifications/explanations and prior research is a must. If it makes me look like a “fanboy” then so be it. I merely dislike pointing fingers. I am not in full agreement with what you are saying, and I’m not here to repeat what you have already said, unless of course you want a pet parrot to keep you company.
I was in game recently, ended up joining an Australian server with 200 ping. And it was actually playable. Especially compared to what I’ve been experiencing in servers like Singapore and HK. After a couple of matches I left to join a Singapore server to check. But there was still way more lag in the Singapore servers (even at 40-50 ping) and the severity of the lag for me is considered unplayable; constant rubber-banding and teleportation voodoo magic.
I do believe you’ve found the brother of the white-backdrop scoreboard plate. You still can’t see anything but Won, Lost, and Draw–just like with its predecessor. However, on the flip-side, it doesn’t hurt your eyes to view anymore–so it’s an improvement at least in that regard.
All jokes aside, it probably is a similar bug to that one; no clue what causes this one though.
You should understand how UE3 handles replication in multiplayer games. This replication phenomenon works on top of UE3’s netcode and if it’s not set properly; or is integrated poorly by way of porting to other applications (ie, EAC), then it will have a bad impact on how the game performs.
This is an example of how poorly netcode is performing in DB 1.0
From the video, you’ll see in successive sequence the following faults as a result of netcode processing failure:
100% hits not registering to the server
Reload animation completing on client, but not acknowledged by the server and hence the client gets 0 ammunition (multiple times)