Jesus man, you described 1:1 my experience. I had 3 games in a row where I was insta headshotted in 6 pistol rounds. Doesn't matter what I do, how I move, how smart I try to be. It's always insta headshot while my teammates empty their mag and barely take any damage with bad movement. It's something bigger and for sure it's not hardware.ZINZIRIO wrote: ↑08 Jan 2024, 18:10Hello how are you? All alright? I have a question if the same thing happened to someone... I had ADSL 5MB, it was a connection that was going quite well but now I have fiber optics, I have good hitreg, I see the vast majority of players before, but something very strange happens to me in some games, for example. Generally old, when I receive shots from the enemy I am very easy to kill, I die almost instantly. That didn't happen to me before, does anyone suffer from the same thing? Thank you so much
FTTH desync
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cursed-gamer
- Posts: 239
- Joined: 16 Aug 2023, 13:07
Re: FTTH desync
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dermodemon
- Posts: 156
- Joined: 10 Aug 2023, 12:03
Re: FTTH desync
same. ftth 1000/1000. fells like i became an easy target but my teammates with vpn's and slow internet are almost invincablecursed-gamer wrote: ↑18 Nov 2024, 04:15Jesus man, you described 1:1 my experience. I had 3 games in a row where I was insta headshotted in 6 pistol rounds. Doesn't matter what I do, how I move, how smart I try to be. It's always insta headshot while my teammates empty their mag and barely take any damage with bad movement. It's something bigger and for sure it's not hardware.ZINZIRIO wrote: ↑08 Jan 2024, 18:10Hello how are you? All alright? I have a question if the same thing happened to someone... I had ADSL 5MB, it was a connection that was going quite well but now I have fiber optics, I have good hitreg, I see the vast majority of players before, but something very strange happens to me in some games, for example. Generally old, when I receive shots from the enemy I am very easy to kill, I die almost instantly. That didn't happen to me before, does anyone suffer from the same thing? Thank you so much
Re: FTTH desync
I heard about this too...but why it so that some people who have small pings and living almost near to servers are have worse experience and desync today than those who living outside....dermodemon wrote: ↑18 Nov 2024, 14:59same. ftth 1000/1000. fells like i became an easy target but my teammates with vpn's and slow internet are almost invincablecursed-gamer wrote: ↑18 Nov 2024, 04:15Jesus man, you described 1:1 my experience. I had 3 games in a row where I was insta headshotted in 6 pistol rounds. Doesn't matter what I do, how I move, how smart I try to be. It's always insta headshot while my teammates empty their mag and barely take any damage with bad movement. It's something bigger and for sure it's not hardware.ZINZIRIO wrote: ↑08 Jan 2024, 18:10Hello how are you? All alright? I have a question if the same thing happened to someone... I had ADSL 5MB, it was a connection that was going quite well but now I have fiber optics, I have good hitreg, I see the vast majority of players before, but something very strange happens to me in some games, for example. Generally old, when I receive shots from the enemy I am very easy to kill, I die almost instantly. That didn't happen to me before, does anyone suffer from the same thing? Thank you so muchi hate my life
...that is completely bullshit and absurd or ? everything is completely is fucked up and has nothing to do with fairplay and don't even cheats needed today cause this esports online system is fucked by itself....
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whatcanido
- Posts: 9
- Joined: 21 Mar 2024, 11:48
Re: FTTH desync
(Deleted by mod. Use English only, please.)
Re: FTTH desync
You guys described exactly what is happening to me.
I played apex legends couple of days ago and it was a nightmare!
I usually get down/killed practically in an instant (like I get "bunch of bullets" at once).
When someone is shooting at me I can barely move - like I am being hit with a hammer bullets.
All streamers can easily escape this situation - not me.
Jumping does not help it's like I am stuck with Ash arc star and pulled back to the ground.
All of this on FTTH (pc, cable), no packet loss and 30ms ping. I had multiple ISPs now this issue just comes and goes.
When I shoot at someone it looks like I got visual cues that I hit them but it's like they never receive any damage (or reduced).
Then they just easily point in my direction - split second I am dead.
When I don't have that issue I am literally downing/killing anyone I shoot at.
It's literally crazy.
I played apex legends couple of days ago and it was a nightmare!
I usually get down/killed practically in an instant (like I get "bunch of bullets" at once).
When someone is shooting at me I can barely move - like I am being hit with a hammer bullets.
All streamers can easily escape this situation - not me.
Jumping does not help it's like I am stuck with Ash arc star and pulled back to the ground.
All of this on FTTH (pc, cable), no packet loss and 30ms ping. I had multiple ISPs now this issue just comes and goes.
When I shoot at someone it looks like I got visual cues that I hit them but it's like they never receive any damage (or reduced).
Then they just easily point in my direction - split second I am dead.
When I don't have that issue I am literally downing/killing anyone I shoot at.
It's literally crazy.
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DudeBeFishing
- Posts: 26
- Joined: 30 Oct 2022, 14:14
Re: FTTH desync
I've given up on games that use any form of lag compensation to try to make the game "fair," as in delay the low latency player's actions to match the latency of the higher latency player. It only screws over the low latency player. All of them have terrible hitreg when I have low latency.
Games that don't try to make it fair, as in they process player data at the time it arrives, don't have hitreg issues.
For example, the car battle game Crossout. It processes everything server sided. If you have high latency, cannons won't shoot until the server receives the fire command, vehicles won't move, etc. It's annoying if you have 200+ latency, but under 100ms it's easy to predict how far ahead you need to aim. The only times I've had weird hitreg was when hitting a vehicle part that by design allows damage to pass through. I can lead cannon shots with bullet drop over distance, even with 90 ms on EU servers. Machine guns are a pain to use, due to not knowing how far you need to aim ahead sometimes, but at least it's consistent once you dial it in.
Games that don't try to make it fair, as in they process player data at the time it arrives, don't have hitreg issues.
For example, the car battle game Crossout. It processes everything server sided. If you have high latency, cannons won't shoot until the server receives the fire command, vehicles won't move, etc. It's annoying if you have 200+ latency, but under 100ms it's easy to predict how far ahead you need to aim. The only times I've had weird hitreg was when hitting a vehicle part that by design allows damage to pass through. I can lead cannon shots with bullet drop over distance, even with 90 ms on EU servers. Machine guns are a pain to use, due to not knowing how far you need to aim ahead sometimes, but at least it's consistent once you dial it in.
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joseph_from_pilsen
- Posts: 252
- Joined: 01 Apr 2022, 23:51
Re: FTTH desync
The biggest issue is that in server replay and client lagshitcompensated POV the position of opponent differs for up 2 meters, the game doesnt allow you to get hitreg if you see opponent at different spot than its in replay. The result is 0 dmg no hitreg result when clearly hitting and allies yelling at you why you shoot empty air. BUT a high pinger gets always a hitreg at the spot he is seeing you even if you are 1m away already cuz lagcomp... The lagcompensation is half baked solution because it lagcompensates only high pinger, there is no compensation of lagcompensation for low pinger to get hitreg at the spot in low pingers POV ('or just give peeked player more time to react just by compensating the high ping peekers ping delaying the peekers hitreg until the ping diff interval passes), and not only the actual one in laggers client because this spot is for other players UNREACHABLE as its hidden behind his high ping diff wall protecting him from revealing other players his actual spot and momentum. The momentum is maybe even bigger problem because the opponent looks doing a movement which is not actual, so people preaim wrong way - high pinger always looks to be stupidly overpeeking or running full speed or wrong way = visually defenseless but its only fake prediction of your client based on obsolete info.
Btw i had last 2 days a 17 serie of games at EU servers only versus 60ms+ turks and russkies in a row in cs2 (still not ended). Me having 9ms FTTH ping, my teammate 30-35ms LTE and we both are playing a different game as i have to play absolutelly different vs high pingers than him, meanwhile his style is donk go +W kill, my game looks more like a snake crawling around nades and being forced to make an original complex play every round as defaulting is a no no vs 60ms desync, especially at CT side. I invited him next week to play both from the same FTTH, im affraid he is gonna to be unpleasently surprised...
The only clear advantage of ftth vs high pingers are less fps drops due to jitter (CS2 speciality) and being well prepared for LAN events as there is no possible scenario where things may go worse (in term of odds being in your un/favour). Sometimes i laugh at reddit posts aka "peekers advantage at LAN" where a pro misses shot and gets insta killed by peeker, being a weak cup of tea in comparison with "peekers advantage in ftth vs TURK/RU/KZ" scenario where the player barely even appears at your monitor and at the moment he appears he already warped over your preaimed crosshair.
Btw i had last 2 days a 17 serie of games at EU servers only versus 60ms+ turks and russkies in a row in cs2 (still not ended). Me having 9ms FTTH ping, my teammate 30-35ms LTE and we both are playing a different game as i have to play absolutelly different vs high pingers than him, meanwhile his style is donk go +W kill, my game looks more like a snake crawling around nades and being forced to make an original complex play every round as defaulting is a no no vs 60ms desync, especially at CT side. I invited him next week to play both from the same FTTH, im affraid he is gonna to be unpleasently surprised...
The only clear advantage of ftth vs high pingers are less fps drops due to jitter (CS2 speciality) and being well prepared for LAN events as there is no possible scenario where things may go worse (in term of odds being in your un/favour). Sometimes i laugh at reddit posts aka "peekers advantage at LAN" where a pro misses shot and gets insta killed by peeker, being a weak cup of tea in comparison with "peekers advantage in ftth vs TURK/RU/KZ" scenario where the player barely even appears at your monitor and at the moment he appears he already warped over your preaimed crosshair.
Last edited by joseph_from_pilsen on 09 Feb 2025, 09:32, edited 1 time in total.
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Brutek_Vladimir
- Posts: 21
- Joined: 06 Sep 2018, 11:38
Re: FTTH desync
"I've given up on games that use any form of lag compensation to try to make the game "fair," as in delay the low latency player's actions to match the latency of the higher latency player. It only screws over the low latency player. All of them have terrible hitreg when I have low latency."
"The lagcompensation is half baked solution because it lagcompensates only high pinger, there is no compensation of lagcompensation for low pinger to get hitreg at the spot in low pingers POV"
This exactly.
Cutting server cost to have ONE server for half of globe. And god forbid that Jose from Sao Paolo 130ms ping feels unfair.
He could buy some skins uˇknow!
I wonder experience of your friend after he try ftth on your place lol.
"The lagcompensation is half baked solution because it lagcompensates only high pinger, there is no compensation of lagcompensation for low pinger to get hitreg at the spot in low pingers POV"
This exactly.
Cutting server cost to have ONE server for half of globe. And god forbid that Jose from Sao Paolo 130ms ping feels unfair.
He could buy some skins uˇknow!
I wonder experience of your friend after he try ftth on your place lol.
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Internetlagger
- Posts: 1
- Joined: 23 Feb 2025, 11:24
Re: FTTH desync
Hello, ez fix for Fibre and high bufferbloat: get a Router with qos function and throttle your up and download for 50-80%. A+ bufferbloat and a way better Gaming Experience! Hf
Re: FTTH desync
Fiber Optic is faster than Copper based intenet but big portion of the delay comes from the converting the signal through the different devices the data travels (HOPs).Kyouki wrote: ↑09 Jan 2024, 10:07Which always put me personally at awe, and find it interesting statement as since given the comparison between the two below (chatGPT vs Bing for fun) you'd think it would be better or should be. I still like to blame the game being designed in a certain way to balance it out fairly (tttempting to) because fiber all the way is just so much faster and not everyone in the globe has this yet.JustNumber wrote: ↑09 Jan 2024, 09:51I am running 2 internets at home . Coax 1000/100 and FTTH Fiber 1000/1000 and i have less desync on coax to be honest .
ChatGPT:vs Bing's reply:Code: Select all
1. Transmission Medium: - Coax: Uses copper-based coaxial cables to transmit data. It's a type of electrical cable with a central conductor, insulator, and outer shielding. - FTTH: Utilizes optical fiber cables made of thin strands of glass or plastic that transmit data using light signals. 2. Speed and Bandwidth: - Coax: Offers high-speed internet, but its bandwidth is generally lower compared to fiber optics. Speeds can vary based on the technology used (e.g., DOCSIS 3.1). - FTTH: Provides higher bandwidth and faster speeds, making it capable of delivering gigabit and even multi-gigabit speeds. 3. Signal Quality and Interference: - Coax: Susceptible to electromagnetic interference, which can impact signal quality. However, advancements in technology and shielding help mitigate these issues. - FTTH: Resistant to electromagnetic interference, providing a more stable and reliable signal. 4. Distance Limitations: - Coax: Signal strength can degrade over longer distances, affecting performance. Amplifiers may be required for extended cable runs. - FTTH: Can transmit data over longer distances without significant signal degradation, making it suitable for broader geographical coverage. 5. Deployment and Installation: - Coax: Already widely deployed for cable television, which can facilitate the provision of internet services. Installation may involve upgrading existing infrastructure. - FTTH: Requires laying new fiber optic cables, which can be more expensive and time-consuming. However, it offers a more future-proof solution. 6. Cost: - Coax: Generally less expensive to deploy and maintain, especially in areas where coaxial infrastructure is already in place. - FTTH: Initial deployment costs can be higher due to the need for new infrastructure, but long-term operational costs may be lower.Code: Select all
Sure, here's a comparison between Coaxial Cable (Coax) and Fiber-to-the-Home (FTTH): Coaxial Cable (Coax): - Advantages: - High data transmission speed. - More resistant to Electromagnetic Interference (EMI) compared to twisted pair. - Lower cost and easier to install compared to FTTH. - Supports high bandwidth signal transmission. - Can carry signals over longer distances with less loss. - Disadvantages: - Bulky and difficult to work with for longer distances. - Susceptible to security breaches as they are easy to tap. - Relatively constrained bandwidth and prone to signal loss over extended distances. Fiber-to-the-Home (FTTH): - Advantages: - High-speed internet access, with speeds that can range from 100 Mbps to 1 Gbps. - More reliable than copper-based alternatives like DSL and cable modems. - Provides symmetrical upload and download speeds. - Can provide a significant amount of bandwidth. - Scalable and future-proof technology. - Disadvantages: - More expensive than traditional copper-based alternatives like DSL and cable modems. - Requires significant installation time. - Not yet widely available, particularly in rural or remote areas. - Installation and maintenance can be affected by weather conditions. In terms of which is better, it depends on your specific needs and circumstances. FTTH provides higher speeds and reliability, making it ideal for heavy internet usage and businesses. However, Coax is more affordable and easier to install, making it a good choice for average home users and areas where FTTH is not available. It's always best to consider your specific needs, budget, and available options when choosing between the two.
I also have this problem. I have good stable connection & everyone around me has either bad internet & his speed fluctuates or he is lagging on purpose by downloading or streaming (with bad connection) or using VPN ect. or just lives much closer to the server (distance is one of the biggest advantages).
When the connection is unstable the server & the game have to compensate your connection with other players (interpolation) & when the other players have inconsistent connection, the server gives advantage to the bad connection & offsets wrong time because it can't accurately predict enemy location (or takes longer to do it) while you look his last position on the map few ms ago. Also the server itself can be strugling if its full or have players with high ping.
You can reduce the overall time by reducing your PC Latency but Network Latency is the most important. So its not the signal itself but the calculation of the data is whats causing much of the delay. Most people have higher speeds in their own county & lower outside (you're usingt your ISP network which they optimized for their region. Unless the same ISP is in more than 1 country which is the better option).
In West Eu the internet network is more dense & advanced. Also the distance is short because of the geographics & the best servers are in Germany.
Another specific of internet is that underwater connections are faster when comparing the same distance because are purposely optimized, with optimal amount of HOPs & its mostly in straight line (especially compared to cable routes on land). What I mean is on the same distance on land, the cable length is longer than underwater/transocean connections & probably have more HOPs as well. There are websites you can see all connections in the World with all kind of info.
