Ongoing Xbox lag issues


(NthLegion) #1

The title update made a huge improvement in lag. I went from about 50% lag free games to about 75% lag free games. However, lag remains the number one issue for me and my friends.

I think part of the reason is that the standard settings seem to have changed again. I think it was changed to 8 humans total, but it appears to be back to at least 12 humans total. Is there still a difference between the standard settings and big teams?

Regardless, I think most of us would like to play 8 v. 8 games with as little lag as possible. And, when I do encounter a laggy match, I would like to not be returned to that match over and over after I quit.

Is this as good as it’s going to get, or can further improvements be made to reduce lag?


(useofweapons) #2

Fixing lag in this game is going to take a long time. It’s most likely a flaw in the structure of the netcode, and is probably very obscure. Trial and error.

They’ll work on it for a while yet I’m sure; no matter how much of a balls up they made of Brink so far, SD have a great reputation for supporting their products.

Let’s just hope this and a matchmaking system are on their priority lists.


(TwwIX) #3

It’s not just the 360 version. We get plenty of lag spikes on the PC version too.


(Brendover) #4

It’s so much better. I used to have lag in over half my games. Now I have lag in like 1 out of 10 games. I’d be fine if they didn’t change it for a while until after balance changes.


(SubXulu) #5

wtf are you talking about ? ‘very obscure’ … theres nothing obscure about netcode, and you certainly dont apply ‘trial and error’ jesus dude. The plain and simple problem is that the game relies on a the host having sufficent upstream bandwidth to act as a ‘server’, clearly there arent enough people on xboxlive who have said suitable connections and therefore their process of picking best ‘host’ totally fails.

Can they reduce the games net traffic down so that more people are suitable ? i dont know, either way it should have been addresed before know, theres no way such f*up could have evaded QA (assuming they did actually did QA it in the deployment environment not just on partnernet!!!).

They should have gone for dedicated servers on the console versions … its really that simple, Section 8 managed to do and put in a way where we can pay for our own dedicated servers , why couldnt SD with there 5 years of dev sorted it ??

Such a waste of a good game :frowning: , hopefully Brink2 will have console ded’s, i cba waiting for a lag-fix patch that is never going to materialize.


(BiigDaddyDellta) #6

I agree with the OP I abhore leaving a laggy game only to be sent back to it over and over again.


(wolfnemesis75) #7

If you exit out of a laggy match, a good thing to do is select a specific map to avoid going back to the same match!


(NthLegion) #8

That’s a good idea.


(GreasedScotsman) #9

What servers are you playing on/what’s your region?

Brink has been amazing as far as netcode and lag goes on the PC in my experience and the experiences of everyone with which I play. I’ve even been able to play on servers in EU (I’m in NA) with 200+ ping and it feels like I have maybe an 80 ping. I’m quite impressed with the client/server prediction and even hit detection at that latency.

Of course, I usually play on servers where I get a 50 ping or so and it’s smooth as butter.


(Spez) #10

[QUOTE=SubXulu;336110]wtf are you talking about ? ‘very obscure’ … theres nothing obscure about netcode, and you certainly dont apply ‘trial and error’ jesus dude. The plain and simple problem is that the game relies on a the host having sufficent upstream bandwidth to act as a ‘server’, clearly there arent enough people on xboxlive who have said suitable connections and therefore their process of picking best ‘host’ totally fails.

Can they reduce the games net traffic down so that more people are suitable ? i dont know, either way it should have been addresed before know, theres no way such f*up could have evaded QA (assuming they did actually did QA it in the deployment environment not just on partnernet!!!).

They should have gone for dedicated servers on the console versions … its really that simple, Section 8 managed to do and put in a way where we can pay for our own dedicated servers , why couldnt SD with there 5 years of dev sorted it ??

Such a waste of a good game :frowning: , hopefully Brink2 will have console ded’s, i cba waiting for a lag-fix patch that is never going to materialize.[/QUOTE]

I played many multiplayergames with P2P connections on Xbox 360 until now. None of them was unplayable because of lag on such a large scale.


(Jess Alon) #11

[QUOTE=NthLegion;335834]The title update made a huge improvement in lag. I went from about 50% lag free games to about 75% lag free games. However, lag remains the number one issue for me and my friends.

I think part of the reason is that the standard settings seem to have changed again. I think it was changed to 8 humans total, but it appears to be back to at least 12 humans total. Is there still a difference between the standard settings and big teams?

Regardless, I think most of us would like to play 8 v. 8 games with as little lag as possible. And, when I do encounter a laggy match, I would like to not be returned to that match over and over after I quit.

Is this as good as it’s going to get, or can further improvements be made to reduce lag?[/QUOTE]

Find friend who has good connection.
Have him start a match in freeplay and pick the map.
Invite party.
Wait for randoms.
Win.

Any other game that has P2P lags when your host has a horrible connection.


(wolfnemesis75) #12

[QUOTE=Jess Alon;336264]Find friend who has good connection.
Have him start a match in freeplay and pick the map.
Invite party.
Wait for randoms.
Win.

Any other game that has P2P lags when your host has a horrible connection.[/QUOTE]

^This is how its done.


(SubXulu) #13

[QUOTE=Jess Alon;336264]Find friend who has good connection.
Have him start a match in freeplay and pick the map.
Invite party.
Wait for randoms.
Win.

Any other game that has P2P lags when your host has a horrible connection.[/QUOTE]

Jess … i know you feel the need to defend this game to the last but … ‘Horrible’ is too fuzzy a definition here, if a game demands 1meg up and you have 1/2 meg then do you have a ‘horrible’ connection ?? no … so the idea is to write efficent enough code so that enough of the playing population have connnections that are adequate to be hosts (ie , not horrible).

Clearly if you test your game and decide that you cannot get the required bandwidth low enough for the required demographic (xboxlive users) then you have to go for dedicated servers.

You cant simply release the game then blame the customers for not having enough’ host suitable connections’, and this is essentailly what SD have done. Its SD’s job to understand these sort of technical limitations BEFORE they release, not play dumb and act surpirsed when it dosent work!

“Find friend who has good connection.” … So kindly define a ‘good connection’ for me and explain how your average xbox user is supposed to go through the process of working out which friends they have that are ‘suitable’ … its bull**** , the game should handle this, that is the point of NetCode. (and i have a 1st class degree in computer science so im not making this **** up just to be awkward) I do actaully want to play this game smoothly … i like the game! … but the 360 netcode is crap!!!