[T:V] Netcode and issues with lag

Pages : [1] 2

NeotiK
05-18-2004, 01:48 PM
Thanks. I was worried that the pings were that high because the netcode was sucky. :D I'm surprised that the pings from Australia were around 200, I was expecting the ping to be in the 400s.

This got me thinking about how the netcode and lag is handled in T:V. I played a little of T1 prior to T2 and played T2 from release and one thing I liked about the netcode was how it dealt with lag. While lagged sucked and could get to a point where it was unplayable, but most of the time it was just an aim adjustment to compensate for the trigger lag. Of course I took this for granted because I didn't play any other games competitively. Then (please excuse the comparison) I took on ut2k4 and when I experienced lag it was the equivalent of having a siezure with no real logic in where I would end up next. Skipping around and weapons sometimes not firing were extremely aggrivating. And this would usually occur once ut2k4 pings go over 120 or so (in my experience anyway). To have a flawless game ping would have to be sub 40.

While in T2 you could have pings up into the 200-300 and still be effective at the game (usually farmer...or HO). So the question is how will T:V deal with lag? Since it is based off the Unreal Engine I would assume it'd use the same netcode from the Unreal Engine, or does Irrational have access to the netcode for T1/T2?

RedSpider
05-18-2004, 01:53 PM
I've played T1 arena matches with 500 ping and was still able to play well enough.

In UT my shock balls/rockets dissappear with over 120 :[

Amadeus
05-18-2004, 02:20 PM
Good question. T' and 2 both had very smooth netcode. I don't think any euro would be pleased with not being able to play over 120 ping, as I have ~150 ping to the east coast with a broadband connection.

Got Haggis?
05-18-2004, 02:22 PM
yeah i played t1 with 350 ping and was always fine...it was great....one of the reasons why i loved it.

Vermouth
05-18-2004, 02:23 PM
T1 had sweet netcode.

i had 0-8 ping to s3 donut back in the day (and 4-12 to the treehouse) :)

with T2 i don't think i ever saw lower than 30 (and that's to servers i'm in the same room with)

Shoddy
05-18-2004, 02:40 PM
T1 had sweet netcode.

i had 0-8 ping to s3 donut back in the day (and 4-12 to the treehouse) :)

with T2 i don't think i ever saw lower than 30 (and that's to servers i'm in the same room with)

Do you think T2 changed how your network worked, or do you think maybe it measured ping differently?

Amadeus
05-18-2004, 02:41 PM
Do you think T2 changed how your network worked, or do you think maybe it measured ping differently?
Is there a way to measure ping differently?

VaporTrail
05-18-2004, 02:46 PM
Perhaps one measured "One-Way" travel time... the other measured "There and Back Again" travel time...

Of course measuring it "One-Way" might be a bad hobbit to get into...



Damn, I bring the Punnay...

Thrax Panda
05-18-2004, 02:50 PM
Is there a way to measure ping differently?One key is packet size. Another is round trip vs one way.

Shoddy
05-18-2004, 02:57 PM
Is there a way to measure ping differently?

Yes, for example (keep in mind I know nothing of now the netcode actually works), T2 might measure from the time it starts composing an update on the client until it has unwrapped a response from the server that says it received that update.

T1 might instead
* focus on a single packet rather than an entire multi-packet update
* measure from the time the data is handed off to the driver to the time a notice is received that incoming data is pending (ignoring the time it takes for the engine to prepare and unwrap packets inbetween moving all the game objects around)
* have sent a test packet to itself to subtract out the time spent in the driver software
* might use a special "ping" packet to the server that is smaller in size and that the server turns around immediately rather than unpacking, incorporating into the simulation, and including with the next scheduled update to the client a confirmation that the packet was received

Both would be valid for their intended purpose: to show how players are affected by network latency relative to one another.

Amadeus
05-18-2004, 03:00 PM
One key is packet size. Another is round trip vs one way.
I thought ping was there and back by default... guess you can always learn something new.


And I know packet size has an effect on ping, but it was adjustable (at least in T1, don't know about T2). So you could basically find the best packet size for your connection. Is this being included btw, or wil there be only preset schemes? (56k, DSL etc...)

Mooley
05-18-2004, 03:01 PM
t2 ping outside the game as to opposed to inside was almost dratically different. Like outside I could ping 50 to servers but then inside I'd ping 80 - 100 fluctuate. I assumed this was because of packet size? If so then T2 is pretty packet heavy even on it's lowest setting.

And thrax. Who do I talk to about a T2 account I have but haven't been able to use because I no longer have the e-mail I registered it with hence I can't retrieve my password?

Amadeus
05-18-2004, 03:03 PM
Yes, for example (keep in mind I know nothing of now the netcode actually works), T2 might measure from the time it starts composing an update on the client until it has unwrapped a response from the server that says it received that update.

T1 might instead
* focus on a single packet rather than an entire multi-packet update
* measure from the time the data is handed off to the driver to the time a notice is received that incoming data is pending (ignoring the time it takes for the engine to prepare and unwrap packets inbetween moving all the game objects around)
* have sent a test packet to itself to subtract out the time spent in the driver software
* might use a special "ping" packet to the server that is smaller in size and that the server turns around immediately rather than unpacking, incorporating into the simulation, and including with the next scheduled update to the client a confirmation that the packet was received

Both would be valid for their intended purpose: to show how players are affected by network latency relative to one another.
I see. Thanks for clearing that up.

Thrax Panda
05-18-2004, 03:03 PM
That's a good point shoddy. Really all you need is a scale, but people insist on seeing an actual value, even though it's completely meaningless without a scale. It's like saying "My car goes 200, and yours only goes 175" without adding that I'm measuring in KPH and you're measuring in MPH.

Thrax Panda
05-18-2004, 03:05 PM
Who do I talk to about a T2 account I have but haven't been able to use because I no longer have the e-mail I registered it with hence I can't retrieve my password?Tech Support. Try www.sierra.com/support.do

Mooley
05-18-2004, 03:06 PM
Thanks

|MrSniper|Nyx
05-18-2004, 04:31 PM
That's a good point shoddy. Really all you need is a scale, but people insist on seeing an actual value, even though it's completely meaningless without a scale. It's like saying "My car goes 200, and yours only goes 175" without adding that I'm measuring in KPH and you're measuring in MPH.

Mine goes 400.

VaporTrail
05-18-2004, 04:41 PM
Mine goes... That's all I really care about ;)

NeotiK
05-18-2004, 07:36 PM
So can any devs elighten us on the status of the T:V netcode? As in how it will deal with lag (T2-like or UT like)?

enDless_Delirium
05-18-2004, 09:09 PM
I really hope they put a lot of work into the net code. That has been one of the best things with both Tribes games (though it probably got a lot of work as both were multiplayer only).

We demand superior net code for our tribes gaming! :)