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Definitive answer about lag ?


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Hi,

 

I've bought DST only to play it with my girlfriend at home and I must say I am more than disappointed to have given these 20 bucks to klei for a game I just can't play at all. I won't tell how unplayable it is to play with massive lag, it's quite obvious after all.

Of course I assume I've read ALL the topics about how to fix the lag issues when playing local etc etc. In most of the forums I just don't get why there are such discussions about internet connection and system requirements which could be the source of the problem. 

Why is there no point in detailing your internet connection and pc system? Simply because the rubberbanding is ONLY happening with DST (I've played AOE3, Starcraft 2 and Left 4 Dead 2 all in local, and there has not been even a shadow of a problem.)

So why losing time trying to detail why it's not working because of the user's internet & configuration (at least most of the time) ? I guess if I had a 500mb/s connection and a really powerful pc that would work a bit better as I've read it on some forums (but really not all), but this doesn't explain why I can play the other games without any difficulty

 

When you know that I've played the games above in LAN without any problem, you can only think it's a game issue. Yes, I know it's a beta. Yes, I know the devs are doing what they can. But to be honest, when I'm buying a beta version, I don't think I will just not be able to play it, just encounter some bugs at some point.

If the game was free, I wouldn't be complaining like this honestly, but it's almost like if I threw 20bucks outside the window for nothing. 

 

So, apart from the fact I am not really happy, I would just like to have a CLEAR & REAL answer about the lag issue with this game. Will it ever be fixed someday or is it just impossible ? Will it stay like this forever because the game is made like it can't be changed ? And finally, what are the real reasons for such a laggy game (especially in LAN). I haven't found any clear answer from users nor from Klei about it.

 

Thank's in advance

Are you talking about the delay between actions from what you see to what is done on the server?

This is going to be inherent in anything networking.

 

 

Or the act of picking objects causes you to sit there for longer than if you were the host?

This, for now, can be helped a little by just moving after the 'normal' expected time of delay on your end.

 

I suspect Klei will work on fixing up the prediction engine by assuming certain events happening on the client to go based on latency timing.

Hey, 

 

Thank you for your answer. It's not really what I'm talking about actually. I've noticed this since we started to play, I mean the fact that for the computer which is not hosting, the actions of picking up items etc is slightly slower, there's a kinda delay. But even though it's a bit annoying there's not so much to complain about it as the game is still decently "playable".

 

What I'm talking about is the fact the client is being teleported from here to there, or is scavenging for 30sec the berries before he actually gets it. I mean I'm talking about massive lag you know, you move forward and you're teleported backward again and again. Means that the game is literally unplayable because you'd die in a second, but most of all, it's just a pain in the arse. It is so exasperating that you just don't want to play anymore.

 

It starts happening in-game when we split up and when we've discovered a bit too much of the map (too much informations ?). But still, is that game so demanding that even a pretty decent connection + pc can't handle it once a quarter of the map is revealed ? I doubt it a bit regarding the games I already played in LAN here at home.

 

So I wander is it worth waiting for a possible alternative to this issue or will it stay like this forever if I don't buy a supra performing computer and move house for a ten time better internet connection ?

 

Thank's again for your answer anyway

@Gerwin, There are also sometimes hairpin NAT issues when joining LAN games (resulting in falling back on a proxy). You should be able to get around those by ensuring that it's actually connecting directly to the local IP address with c_connect("ip address", port, password). The port by default is 10999, and if you have no password you can leave that argument out, so for example if both of the previous are true and the local IP of the server is 10.0.0.8, then c_connect("10.0.0.8").

 

Although it doesn't sound exactly what you're experiencing, as in that case there should be lag even when you're close together. ... but it's worth a try.

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