Lag Solution: Connection Test for Host Determination

Post » Fri May 27, 2011 1:56 pm

Not every game is going to have dedicated multi-player servers (at least not for consoles). I think it'd be a wise idea to insert some code that not only tests your ping time but also your UPLOAD speed (which is critical if you're going to have 15 people connect to your system in an 8v8 match).

Also, I read this forum post. This is an outstanding idea and I will try this immediately when I get home from the office: http://www.gamesas.com/index.php?/topic/1188192-bad-lag-heres-a-solution/
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri May 27, 2011 3:05 am

Not every game is going to have dedicated multi-player servers (at least not for consoles). I think it'd be a wise idea to insert some code that not only tests your ping time but also your UPLOAD speed (which is critical if you're going to have 15 people connect to your system in an 8v8 match).

Also, I read this forum post. This is an outstanding idea and I will try this immediately when I get home from the office: http://www.gamesas.com/index.php?/topic/1188192-bad-lag-heres-a-solution/

If it is done, then it should only be an option
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Fri May 27, 2011 1:33 am

If it is done, then it should only be an option

I dont understand, why should it be an option? Not trying to argue or anything, but I was wondering what the benefit would be to selecting an option that would potentially cause the whole match to lag as opposed to allowing the game to decide who has the best connection and giving the match the best possible chance of being lag free?
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Fri May 27, 2011 3:30 am

Why the [censored] wouldn't the game already do this by default? It should pick a host based on both upsteam bandwidth and overall ping to other players in the lobby.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Fri May 27, 2011 11:07 am

Personally I just don't get why the [censored] EVERY multiplayer dev for consoles has copied Halo 2, 3 and Reach in their versions of matchmaking. Sure the EXACT system is proprietary I understand but lets license this [censored] out similar to how Epic licenses the Unreal Engine.

Or make a "free for all" (not to be confused with the game mode) version of that where someone "contributes" a non-proprietary, legal version of said item.

[censored], I would even take call of duty lobbies/hosting over this [censored] IDK about all you
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri May 27, 2011 3:15 pm

I tried multiplayer last night in competition mode (5v5) and it was MUCH MUCH better. FYI
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Fri May 27, 2011 12:28 am

Dedicated servers are the only way forward ;-)
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Fri May 27, 2011 2:12 pm

Dedicated servers should have been around since the beginning in my opinion. This first week of bad lag is going to drive away a LOT of players.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Fri May 27, 2011 2:30 pm

I tried Versus several times tonight and it was unplayable with the lag I was having. I think crap making the consoles P2P multiplayer, they've pretty much shot themselves in the foot. An otherwise great game, but this P2P crap is only hurting them in the end.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm


Return to Othor Games