aaronivo@gmail.com 14 Posted February 2, 2014 I'm get so pissed of when I run up to a corpus after seen the person run away from it to only have them teleport back to be because of fucking desync. Why can it just have normal lagg like every up game. Share this post Link to post Share on other sites
djporternz 644 Posted February 2, 2014 I'm get so pissed of when I run up to a corpus after seen the person run away from it to only have them teleport back to be because of fucking desync. Why can it just have normal lagg like every up game.I know this one... give me a minute.... The Internets! Am I right? What do I win? 3 Share this post Link to post Share on other sites
ordeal 8 Posted February 2, 2014 There will be a million reasons people are about to answer with, but god i wish we just had the lag of arma2/3 minus dayz mod etc. Maybe in 3-4 years on a new engine? who knows.. Share this post Link to post Share on other sites
Mos1ey 6301 Posted February 2, 2014 Desync and rubberbanding are two very different things. Share this post Link to post Share on other sites
illville502 44 Posted February 2, 2014 Welcome to Alpha....please keep all hands & beans in the car at all times & please refrain from flash photography.....the Zeds don't like it so much. Share this post Link to post Share on other sites
louist 163 Posted February 2, 2014 Welcome to Alpha....please keep all hands & beans in the car at all times & please refrain from flash photography.....the Zeds don't like it so much.*cough*what Zeds?*cough*;) Share this post Link to post Share on other sites
hogscraper 328 Posted February 2, 2014 Desync and rubberbanding are two very different things.He seems to have a pretty good understanding that desync is causing rubberbanding. One is the cause and the other is the effect of what he's describing. Unless the prediction coding is so jacked up that the game, while perfectly synced with a client, randomlly thinks he is supposed to be 50m from where he actually is on his screen and then puts him back. 1 Share this post Link to post Share on other sites
aaronivo@gmail.com 14 Posted February 2, 2014 why cant the game have normal lag. Share this post Link to post Share on other sites
Mos1ey 6301 Posted February 2, 2014 He seems to have a pretty good understanding that desync is causing rubberbanding. One is the cause and the other is the effect of what he's describing. Unless the prediction coding is so jacked up that the game, while perfectly synced with a client, randomlly thinks he is supposed to be 50m from where he actually is on his screen and then puts him back. If it was simple desync then the desynced player would run on the the spot or continue running in one direction while out of sync until the server and client caught up with each other like in most other games. It's a more complex issue. Share this post Link to post Share on other sites
Awruk 216 Posted February 2, 2014 The game has normal lag AND desync. Desync is a feature present only in Arma games. :) Share this post Link to post Share on other sites
byrgesen 1341 Posted February 2, 2014 (edited) Ok, so ive been to some dark corners of the "interwebs" to get you this information on desync.Its from Arma 2, but it certaintly applies, at some level, to DayZ. Keep in mind, the whole "network bubble" they build in DayZ, might change things abit, but this is the general idea of what desync is and how its causedAlso keep in mind, when they speak of mods, in this materiel, it can be compared to DayZ as "more features" basicly :) So here is the slightly unintentionally hyped “why we get desync post.”First I wish to explain what desync is since many people seem to have a mixed understanding about what it is.In general it can be understood as a measure of how 'out of step' clients are with the server. Ex, if a client is slowed down to the point where its engine is running at a different rate to the servers, there will be desync.Desync can be explained simply as an extreme form of lag where you are not receiving the servers and clients information correctly.Placed objects and ai can also contribute to this but we wont be discussing that todayAlso I would like to explain to the best of my knowledge how arma 2's net code works. What happens as in all games and the internet really is that their are clients who connect to the server and that data is processed and distributed to all other clients, and what happens is you see me and I can see you. But the way arma is built is also that any extra client mods, skins, sounds, tracers, or anything the client doesn’t already have are also synced between clients. Yes you read that correctly, all client side mods are still in someway affecting the multiplayer environment, everything is server side. As proof check out your (user/appdata/local/arma2oa/players) and see how many shitty custom sounds and faces there are.Arma also operates in a weird way where it will hang up until a certain process is finished syncing to all the players. For example every time a player joins in progress his data has to be sent to every other player on the server and this is made exponentially worse if the server has to send extra addon information about your custom face and sound, this isn’t noticeable at 30 players when one person connects, but when you have our numbers and you have a stable 50+ with multiple disconnects and reconnects of players, all with their own mod sets, that’s when you get that red chain and you have no idea what the hell is going on until all of those clients have finished syncing to all the other clients. This is also the reason why at the beginning of multiplayer matches that we always have desyc, it is because right at that start the server has to sync every player to everyone else. Thats why many people yell at you not to move on mission start so the server doesnt have to update your clients to others.In simple terms the way arma handles multiplayer is screwy, but there are ways we can make it better.And here is the “controversial” part of the post, I think in order to maintain a better play experience on our servers that we should only allow people to connect who are only running our mods. No custom faces or bullshit my a10 sounds rumblier and I jizz my pants sounds. All one solid and stable client for the server to handle. I dont want to sacrifice my gaming experience because billy joe wanted his t90 to sound like a dinosaur and mr. herpderp wanted to play a clip from family guy while we flew a helicopter. One solid pack is all that is alowed to connect at shactac and ive never heard a shactac player complain about desync because they dont have it. I along with azzwort I believe are hoping to test a locked addon event to test the stablity we wound get from doing this. If anyone wants to read the entire thread, you can do it here :)Source: http://forums.unitedoperations.net/index.php/topic/7373-why-we-desync/ Edited February 2, 2014 by Byrgesen 2 Share this post Link to post Share on other sites
Irenicus (DayZ) 289 Posted February 2, 2014 (edited) I'm get so pissed of when I run up to a corpus after seen the person run away from it to only have them teleport back to be because of fucking desync. Why can it just have normal lagg like every up game.How exactly does one get pissed of when? Sounds interesting. The game has normal lag AND desync. Desync is a feature present only in Arma games. :)Nope. Any game has this, Arma is the only one to show it in the UI apart from iRacing that I know of though Edited February 2, 2014 by Irenicus Share this post Link to post Share on other sites
BL1P 252 Posted February 2, 2014 (edited) I dont know...Why the duck is there Desync ? This is like "why did the duck cross the road" and that was the right response, right ? Edited February 2, 2014 by BL1P Share this post Link to post Share on other sites