Good ping but game becoming unplayable


(Sovengardian) #1

So, randomly, but usually when high ping players join, DB on my end becomes unplayable, that is, weird stuff starts happening.

For example, one single shot from blish taking out 80 hp dmg. Or dying from a FRIENDLY C4 on the objective (that i didn’t plant). Or, as it happened in the last match that motived me to make this post, two undead skyhammers that were just standing like this, and twitching their arms:

Now this wouldn’t be so bad, id laugh the more ridiculous ones off, but this mostly manifests in me taking amazing amounts of dmg extremely fast, and doing almost none to the enemy back.
Ive lost 140hp as Fragger from 2 hits by Dreiss and they weren’t even head-shots. An enemy oneshot me with a kukri light attack (swipe) while i was playing nader.

I also get hit while in cover, while well behind walls, or even before i get to the source of dmg, like this stokers fire, that i saw and tried to avoid, but it took off my full HP before i touched it:

On the other hand my weapons will do reduced dmg, sometimes single hits dont count, even though i get a hit marker and/or sound. Like today i threw a molotov at the EV (yes i know the EV can “eat” it if you hit it wrong, however, this wasnt the case) it did just 100 dmg, and then it just stood there, burning under an immobile and almost intact EV.

This all is happening while i have low ping, 20-60 depending on the server. And i dont have similar problems in other games i play. Verdun relies heavily on good connection, no problems there. War Thunder, even has connection info displayed, again no problems, ping is good and packet loss is a steady 0%.

It appears im not the only one as well, people are complaining about the very same issue here:
http://steamcommunity.com/app/333930/discussions/0/1474222595313432333/

So is this a known issue? Any fixes planned?
And are there any console commands for more detailed connection info? Like packet loss? I tried the standard unreal engine ones, but no luck…


(neverplayseriou) #2

The guy in that steam thread is saying his ping is always between 60 and 90 if he’s warping up and down between those numbers then he just has shit internet and it’s on his side.


(Sovengardian) #3

If his ping was moving between those numbers that would make sense. But the guy says he has stable ping (diff numbers for diff servers, like Frankfurt and Moscow).

Besides there are a lot more people in that thread with the same problem.

Finally, my ping is stable but i get these issues.

In conclusion, it not a client side problem (i.e. people having bad internet).


(henki000) #4

That first picture is a nice shot. Looks like satanic ritual.


(everlovestruck) #5

Is this the halloween creepypasta thread?


(Sovengardian) #6

@henki000 said:
That first picture is a nice shot. Looks like satanic ritual.

@everlovestruck said:

Is this the halloween creepypasta thread?

Im just sorry i wasnt recording, they stood there with their hands twitching…


(M4st0d0n) #7

I’m eager for a Battle(non)sense youtube video to test DB’s lag and compare it to Quake, Destiny 2 and the other stuff he shooted. He’s working on it.

Yes that was a shameless fanboy post about some swedish nerd’s channel.


(bgyoshi) #8

@M4st0d0n said:

! > I’m eager for a Battle(non)sense youtube video to test DB’s lag and compare it to Quake, Destiny 2 and the other stuff he shooted. He’s working on it.
! >
! > Yes that was a shameless fanboy post about some swedish nerd’s channel.
! > https://www.youtube.com/watch?v=nbu3ySrRNVc

Battlenonsense is good. He also explains why you get 80HP damage blishlok shots (hint, has to do with server refresh).

This will explain pretty much everything you’re noticing.


(M4st0d0n) #9

@bgyoshi said:

@M4st0d0n said:

! > I’m eager for a Battle(non)sense youtube video to test DB’s lag and compare it to Quake, Destiny 2 and the other stuff he shooted. He’s working on it.
! >
! > Yes that was a shameless fanboy post about some swedish nerd’s channel.
! > https://www.youtube.com/watch?v=nbu3ySrRNVc

Battlenonsense is good. He also explains why you get 80HP damage blishlok shots (hint, has to do with server refresh).

https://www.youtube.com/watch?v=hiHP0N-jMx8

This will explain pretty much everything you’re noticing.

Yeah I’ve put this video because he plays DB at 6:40 to test his mouse lag. Pretty sure a comparative analysis video for DB will follow.


(Sovengardian) #10

@bgyoshi said:

@M4st0d0n said:

! > I’m eager for a Battle(non)sense youtube video to test DB’s lag and compare it to Quake, Destiny 2 and the other stuff he shooted. He’s working on it.
! >
! > Yes that was a shameless fanboy post about some swedish nerd’s channel.
! > https://www.youtube.com/watch?v=nbu3ySrRNVc

Battlenonsense is good. He also explains why you get 80HP damage blishlok shots (hint, has to do with server refresh).

https://www.youtube.com/watch?v=hiHP0N-jMx8

This will explain pretty much everything you’re noticing.

This is a very interesting video, however the problems im facing are experienced jsut by some players, not all. If it were a server refresh problem, everyone would be facing them.

It also doesn’t explain the weirder things like dying from allied C4 that i didn’t plant.

My next best guess is packet loss, though i dont have it in other games i play, so it cant be on my end.

Anyway, here a few more pics for you to enjoy:

This second one is a guy shooting through the wall apparently, took my fragger down in 2 shots…


(neverplayseriou) #11

And what exactly is wrong in those pics? If you look at them from the right angle you’ll see that the guy didn’t shoot you through a wall.


(Sovengardian) #12

@neverplayseriou said:
And what exactly is wrong in those pics? If you look at them from the right angle you’ll see that the guy didn’t shoot you through a wall.

Well the first one is self explanatory i think

The other one is my fault for taking the screenshot at an awkward angle. Yes you can see the fletcher standing out, however he moved there after i died to finish me off. If you look at the “orange hologram” you can see him and his shots behind the wall


(pumpkinmeerkat) #13

Input lag and stuttering have been really problematic for me since sometime after Turtle’s release. Disabling texture streaming was working for me for a while but now I get random stutters and input lag as well as a massive freeze shortly after the start of every match. Since the most recent fine tuning update the game seems like it’s about to crash when loading maps. Long jumping with default binds hasn’t felt right to me for a long time. I know a few other players posted about it on the forum some time ago but never saw a response from SD. Just hope they’re able to iron out these issues as well as the new bugs that came with the last few updates.

For what it’s worth, Microsoft also admitted to stuttering issues dating back to the CU update for Windows 10. I’m going to try out the insider builds and see if there’s any improvement.


(DeaDmaN2be) #14

@pumpkinmeerkat said:
Input lag and stuttering have been really problematic for me since sometime after Turtle’s release. Disabling texture streaming was working for me for a while but now I get random stutters and input lag as well as a massive freeze shortly after the start of every match.

Exactely the same happens to me and I thought about the freeze at the beginning that my system changed in a bad way.
Let’s hope that SD will not just add bugs but also remove them after.


(Xenithos) #15

@Sovengardian said:

@bgyoshi said:

@M4st0d0n said:

! > I’m eager for a Battle(non)sense youtube video to test DB’s lag and compare it to Quake, Destiny 2 and the other stuff he shooted. He’s working on it.
! >
! > Yes that was a shameless fanboy post about some swedish nerd’s channel.
! > https://www.youtube.com/watch?v=nbu3ySrRNVc

Battlenonsense is good. He also explains why you get 80HP damage blishlok shots (hint, has to do with server refresh).

https://www.youtube.com/watch?v=hiHP0N-jMx8

This will explain pretty much everything you’re noticing.
My next best guess is packet loss, though i dont have it in other games i play, so it cant be on my end.

You may still have packet loss, and it COULD still be on your end due to ISPS and things you likely have little control over. In fact, you might even have some antivirus or something else acting up that causes the packet loss with just DB. Which WOULD make it an on your end issue. Not all games are DB, and that argument is sometimes correct, (I have no problem with x, so why do I have a problem with b?) but not necessarily always the baseline for computer issues. Sure, it may be a sloppy programming issue with DB, but your computer may not be handling that issue the same as others, etc.


(Sorotia) #16

@neverplayseriou said:
And what exactly is wrong in those pics? If you look at them from the right angle you’ll see that the guy didn’t shoot you through a wall.

So it’s okay he got shot through a wall?

Sadly it is something I’ve had happen to me plenty of times…no it isn’t the angle stuff goes through walls and other solid objects sometimes…I was once even headshot while ducking behind the EV.


(phobiatic) #17

We often experience the story where you peek a corner, you notice an enemy shoots at you and you take cover from the enemy fire. Like 200ms later you die while in full cover.

Lets get more into detail:
Dirty Bomb is using Client Side Hit Detection. Client side hit detection means that your game client processes hits on your pc and then transmits hits to the server (which then decides if the enemy lives or dies) which then kicks it over to the enemy player. This has both good and bad things for the players.

Good:

  • Players can play with each other independent on their ping.
  • Dirty bomb need less powerfull servers. So they can add more dedicated servers over all regions.

Bad:

  • You can still take hits while on your end being in cover.

Now a lot of AAA titles use a server side hit detection and some use a mix of both. CSGO use server side because it has not so much data to compute, BF4 use a mix of both because it would be too much stress on the server to handle all the data of 64 players moving / shooting / calculating damage etc.

Now why did Dirty bomb go with just client side with a max of 14 players? Well it is all about the economy, programming and availability of their resources. In the end it is eassier and cheaper to use Client side hit detection since you don’t need powerfull servers to do all those calculations.

With @bgyoshi his linked video. It should completely explain why you get killed around corner. Wish we get more ingame tools like BF1 has so we can monitor the hit detection etc to maybe figure out where it goes wrong and what DB can do to optimize the issue.


#18

Let’s also not forget that UE3 is notoriously bad. I personally can’t say whether or not I’ve noticed any performance related issues since the recent updates, though.


(K1X455) #19

Note that it is not just a latency that’s an issue. It’s also the single-core processing in the age of multi-cores that causes bottle necks where multiple programs are assigned to just one core. With an application whose engine is dependent on a single core exclusivity, it leaves the OS very little options to allow thread synchronisation across multiple applications competing for code execution on the same core.


(Sovengardian) #20

@Xenithos said:
You may still have packet loss, and it COULD still be on your end due to ISPS and things you likely have little control over. In fact, you might even have some antivirus or something else acting up that causes the packet loss with just DB.

True, but i meant it in the context of the video that was posted, in which the youtuber talks about broken equipment on users side being one of the issues, which would naturally transfer to other games as well. This is why i asked if there is a console command that would let me see packet loss and other network details in game, in the OP.
As for antivirus, i naturally dont use one.

@phobiatic said:
-snip-

I assumed DB ran with CSHD, but it still only accounts for kills around the corner, and not for unexpected amounts of damage, and other, even more weird stuff i mentioned, now what K1X455 said here

@K1X455 said:
Note that it is not just a latency that’s an issue. It’s also the single-core processing in the age of multi-cores that causes bottle necks where multiple programs are assigned to just one core. With an application whose engine is dependent on a single core exclusivity, it leaves the OS very little options to allow thread synchronisation across multiple applications competing for code execution on the same core.

is rather interesting, it also ties in what a user on reddit by the name of iD4NG3R said:

iD4NG3R said:
“Did you, by any chance, change the default softcap fps limit to go up and above 180FPS? If so change that back, it’s a known issue with Unreal Engine 3.”

and

"I kinda expected that to be the issue, literally everything you’ve described is accounted for with how glitchy UE3 games gets at >180FPS.

I hope you can figure it out!"

Maybe this will be helpful to someone out there