Re: internet latency & effects on hit registration
Posted: 07 Mar 2021, 18:16
maybe the packets are too small and are collected somewhere on a server, where they can get mixed up. We could try to add additional overhead to prevent it
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
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You're confusing things a little -- We're talking only about network latency, NOT equipment latency.blackmagic wrote: ↑07 Mar 2021, 19:41but why they punish low latency ? i am missing something the last years in online gaming ?
was it not like this = stable low latency = better = faster = advantage...in most online shooters ?
This is such a good read. Unfortunately things are really changing and it's not looking good. Even with exceptional routing (commercial equipment but ISP have to route too), low ping, virtually non existent jitter or buffer bloat it may not even matter. Look at Activision for example, they have multiple patents nerfing higher skilled players real time. The basis is, for every highly skilled player, they lose 6 casuals thus the SBMM. The have additional patents where if you buy a new skin, = easier lobbies and so on. They determine if you get rolled by player with new skin, you're likely to buy the skin. Everyone gets a trophy! Imagine, all things equal except skill, you can become slower, deal less damage, receive more damage, all for the sake of money. We are literally seeing that right now.Chief Blur Buster wrote: ↑07 Mar 2021, 20:26You're confusing things a little -- We're talking only about network latency, NOT equipment latency.blackmagic wrote: ↑07 Mar 2021, 19:41but why they punish low latency ? i am missing something the last years in online gaming ?
was it not like this = stable low latency = better = faster = advantage...in most online shooters ?
Games generally don't penalize low equipment latency.
Right now, we're talking about a surgical latency problem: network latency.
It's been done for years in some games -- for something like 20 years, some games try to equalize Internet latency between all gamers in an attempt to balance out the playing field. A lot of the talk in Battle(non)sense YouTube channel talks about this too as well.
Terminologically, it is called network latency compensation, and I'm just calling it handicap algorithm sometimes -- since most latency compensation algorithms are well-tuned to, say the average latency of a game server. Players who are lower latency than others on the same server tend to get more latency handicapped than players who are higher latency than others on the same server. It's been going on for two decades.
The sweet spot is approximately 30ms latency or thereabouts to most game servers.
Now, imagine, thereupon, a game server in city X of a big soup of bad ISPs (DSL connections, cable connections, dialup connections, FTTH connections), your FTTH will play crappily with this game server because of the latency compensation algorithm. Painful game, not fun.
I've seen some people play better on LTE than FTTH, so don't neglect ISP lottery. Three forum members here said they've done better on LTE for example -- yes, this is weird for network latency-behavior newbies to this but better routing / slightly more latency / autoconnect to "servers that are less latency zoo" / etc -- make all the difference in gaming fun. There are many mudane reasons from routing to sweet-spot network latency for latency compensation algorithms.
But if you VPN to a different city where you have a well-connected players (few DSL, almost everyone on FTTH over there), then your game will be WAY more fun, even if the VPN adds about 10ms latency. Much, much more fun!
The Name of The Fun Game
1. Lower your lag jitter as much as you can. Jitter is BAD for headshots! Even 4ms jitter is bad! (FTTH helps)
2. Connect to game servers where all players have almost all the same lag of each other (FTTH can skew lag comp algo's)
3. Adjust your network latency to be roughly equal to the average latency of that game server
4. Win, win.
Also, sometimes you have to pony up $$$ and PLAY the Internet lottery!
- VPNs / Routing (try several - $$$)
- ISPs (try several - $$$)
- Better router (try a couple -- $$$)
- Separate Internet connection for esports (FTTH for game, FTTH for streaming/netflix/faimly)
- Network conditioning (add/remove lag, stabilize jitter, etc)
- Careful game server selection for games that let you select servers (do NOT join a latency zoo)
etc.
Most gamers don't bother, but you can get a leg up. Most pay $1000 on a RTX card and don't bother to spend $10 to test a gaming VPN lottery. Maybe 2 VPNs worsens your game, but 3 others may improve your game. It is a bit crapshoot.
There are other reasons why online gaming can be bad (e.g. cheaters, etc), but if you're getting the same experience in all games, despite great hardware, then you need to begin looking at shaking the network variables hard.
We have an old article with Battle(non)sense guest writing about latency compensation -- www.blurbusters.com/network-lag -- now you know! You kinda have to kowtow the Internet connection to the game. So control your network jitter, adjust your network lag to sweet spot, make sure you don't have too many terrible-lag/high-lag/jitter players on the same server (since the lag compensation algorithm means playing field may tilt randomly creating whacko hitreg for everyone -- where hitreg feels delayed or accelerated at randomly different times). Play with low jitter, consistent moderate network lag, and against other players with consistent lag -- and your hitreg improves WAY UP in many games.
Do you understand better? This is old science around here... nothing new. Smart online gamers have been talking about this for years, including many YouTubers. Nothing "new and scandalous", you've probably just been in the dark about optimizing network. You NEED to decrease latency everywhere else, but network is special...
This has been going on for 20 years...
you found just temporaly fix not a final solutionhsEnter wrote: ↑11 Mar 2021, 08:33i think i found the solution to this problem (at least in my case), the only thing i did was to reset my bios to default, i was overclocking my cpu ( nothing crazy, 4.7ghz all cores on i7 8700k ) and ram (xmp 3200mhz), now my fps is a little bit lower but my games feels more responsive (aiming feels really good) and i don't have any more wtf moments like enemies peeking at lighting speed or having inhuman reactions.
i also switched from vdsl to ffth, that was the main offender, since i know that my internet is pretty much perfect now the only thing left was my hardware, after a week of testing i can say that for me the lag is fixedUnixko wrote: ↑11 Mar 2021, 14:53you found just temporaly fix not a final solutionhsEnter wrote: ↑11 Mar 2021, 08:33i think i found the solution to this problem (at least in my case), the only thing i did was to reset my bios to default, i was overclocking my cpu ( nothing crazy, 4.7ghz all cores on i7 8700k ) and ram (xmp 3200mhz), now my fps is a little bit lower but my games feels more responsive (aiming feels really good) and i don't have any more wtf moments like enemies peeking at lighting speed or having inhuman reactions.
less energy= less problem
I can attest & assure everyone that this is not it. People experience huge performance fluctuations without any changes to ping or packet loss. Also, i have seen and observed constant and perfect / near perfect internet performance from players with different ping times, ranging from ping ~5 to ~60 in CS 1.6. You can also observe it in Apex Legends where streamers from Australia play on US servers or US streamers play on Japanese or European servers. Despite their ping varying from ~120 to ~250, their internet performance does not change or suffer significantly and essentially the only penalty they experience is delay in reaction time. They still see correct enemy positions and are able to enjoy perfect / near perfect tracking and hit registration.Chief Blur Buster wrote: ↑07 Mar 2021, 17:46You may be hitting the unlevel playfield behaviors.
(A) Some games handicap low-latency connections, and;
This most likely causes some additional issues, which i have observed in CS 1.6 for example. There are certain people on the server i play on (same happens on all others servers too) and their player model movement always appears to be erratic, jumpy, blurry and stuttery. This causes huge problems for everyone who has less than perfect internet connection, as you can't simply register clean hits on these players or you simply do not see the correct positions of their player models. They are simply harder to hit & kill in comparison to other players on the server, even if you aim perfectly on them. And this happens regardless of their movement and skills by the way. The movement of their model also causes problems when holding a position / corner / angle. The erratic / stuttery movement forces you to adjust & aim at the direction the model is moving and it looks like you have missed the opportunity to shoot when holding an angle. But in reality you didn't. It is just that model was not shown or drawn correctly (or at all) on your screen at the place where you were holding an angle and looking at the crosshair. This is a very bizarre behaviour and it looks like you are receiving both late & partial information about their movement & certain actions from the server.Chief Blur Buster wrote: ↑07 Mar 2021, 17:46(B) Latency jitter of other people can be wreaking havoc.