I think the blame lies in the way rollback netcode is implemented. There’s DEFINITELY rolling back going on, and the server is too authoritative with what happens. More things need to be trusted to the client.
Yep, this is the unfortunate side-effect of a no holds barred modding policy.
We’ve already seen what relaxed standards have led to.
There is looks like, search for “rewind_” or “lag_compensation” in the Lua.
If feasible, it can/should probably be tweaked across the board some, it really doesn’t feel good to get grabbed AFTER you ulted for instance.
I do wonder how many of these issues are either on the player’s internet side (ISP or shudders WIFI) or the general crapshow of clogged internet pipes. I think a fair amount of players have pi$s-poor internet stability that may be improved by calling/switching ISP or whatever.
And FFS PPL, stop gaming on WIFI, IDC how good you think it is, it isn’t.
Wifi? Great for browsing the internet and equivalent for ethernet. If you’re doing work or watching youtube, it’s perfect. Playing online video games? Definitely inferior. Unfortunately there’s no internet outlet up here in my office so I’m just boned.
LOL
Yeah overall, ditto. I do get miffed when a spawn grabs me after I ulted tho but it’s a rare occurrence.
I’ve had a few buddies break down and pass a long-ass Ethernet cable in the past, it’s worth the effort. Can you do it in reverse? Have your ISP move their stuff up there?
For sure. I ‘work in IT’, and have a very overbuilt home network. I properly prioritize gaming traffic and de prioritize everything else. I also have an excessive connection to me ISP… I rarely have disconnects, and most of the time when I do, everyone I was playing with did at the same time. I wish I had issues so I could do some proper packet captures.
When I see people say they “fixed” their issue by using a VPN, I often suspect it’s not that the underlying issue is actually resolved, just masked. What’s likely happening is that their VPN is using TCP as its transport protocol, which encapsulates and tunnels all traffic, including UDP packets, inside a reliable, connection-oriented stream.
Since TCP guarantees delivery, it will automatically retransmit lost packets, unlike UDP, which doesn’t have any built-in retry mechanisms. So if the original issue was due to packet loss or unreliable UDP connections, the VPN might appear to “fix” it simply because the TCP layer is hiding the dropped packets by retrying them under the hood. In reality, it’s just moving the problem up a layer and compensating for it, not solving it.
I used to live in a 3-story apartment. I ran two 300 foot cat 6 cables along the stairs. nailed them down to the carpet with several hundred of these.
A power line adapter may be more reliable than wifi. I haven’t looked into one for years so I’m very out of date on the tech.
I’m always a fan of the long cable. It can be a pain to setup. back when I was a renter I would use a combination of painter tape, and cable clips with nails to route some cat6 all over the house. They also make flat cables too which can be easier to work with.
High throughput numbers look impressive, but they don’t tell the whole story.
That is solid bandwidth, and the average latency is okay, but there’s more to it. You can still see those kinds of speeds even with 50% packet loss and 90th percentile latency pushing 5 seconds.
For gaming, what actually matters is low and consistent latency, and minimal packet loss. Throughput is secondary. Games don’t need gigabits of bandwidth, they need reliability and responsiveness.
^. In the past I even helped a buddy resolve a weird issue where “VPN fixed it”, he was on the horn w/ Ubi support for hours unable to find a fix, it was the hyper-v virtual stuff in the mix mucking things up (I had fixed it for self for BL2 LAN dual box).
Baller that!
Well crap, you’re just covering all the bases and hitting everyone with some required-reading bombs that would make Mama Hadron blush and the Omnissiah proud.
Trust me, the folk who bought the house asked, there’s no way to bring the stuff up here. Only other option is a long-ass ethernet cable up the stairs (which they’re not a fan of) or just wi-fi. Maybe use Powerline, but I dunno about that - I’m hearing mixed reviews.
Oh, could that be why it’s suddenly started feel so damned unresponsive since the patch before this one? I can’t quite put my finger on it, but I swear it feels like everything is a second or two behind…
Apologies if I sound dense for asking. This isn’t exactly something I’m knowledgeable on.
That sounded really sarcastic and passive-aggressive, but I’m going to assume it was an honest question.
I don’t know much either, since my only real experience with the discussion of netcode is in fighting games, but rollback netcode (like GGPO) works great for games with few active players, just like Darktide. I’m guessing it’s rollback because actions still tend to be snappy, but you can rubberband around and actions may not come out - that’s when the client and the server disagree, and the server “rolls back” to a different state it had saved. The game’s “prediction” is just predicting that you’re going to keep doing what you’re doing.
The way the netcode was implemented may have been better for the game’s earlier days when everything was much less intense, but the way things are now, it’s really straining it. The game just gets more absurd with each update, so maybe the netcode needs a replacing.
Combine with packet loss from wifi and that makes disagreements happen a lot more often and a lot more intensely, and the server is trying to whip your client back into shape.
I could be spitting total bull here, this is just a guess from my patchy knowledge. I think a bandaid fix before ripping the guts out and giving them a spitshine is to let the game trust the client with more actions. We already have minigame solvers and it’s possible to make “never explode peril” mods.