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Sebidee

Will this be fixed? Combat desynchs

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Before I go into my question I'll tell you a story of the last time I died in Day Z.

 

Me and my buddy were looting in Cherno, we entered the fire station and both went to different sides of it to search for stuff. I guess both of us dropped the ball because we weren't watching the door and another player snuck in behind us. The player didn't see my friend and walked up right behind me to shoot me at point blank range. I turned around and we looked at each other for a split second. We raised our guns at the same time and began firing but a second later I was dead. Luckily my friend managed to kill the guy and survived himself.

 

Now, what is strange about this is that both of us definitely, definitely fired at the same time. I swear to god, I swear on my life, I swear on anything I have or will ever own that I got off at least 3 SKS shots right into the guy's chest. I saw the gun flash and jump and I heard it too, he had an M4 and I know they sound different.

 

The thing was that my friend saw the whole thing and he said I didn't shoot. He also said that my killer was completely unhurt and came incredibly close to killing him. The only conclusion I can come to is that the internet just screwed up.

 

Now, I understand that the internet will do that but this lag was severe. Also Day Z is the kind of game where those split seconds really matter and I don't want to be a second behind all the time. So, is this an alpha issue that is obviously going to be fixed or is it something that I am just going to have to get used to?

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probably some from column A and B. Desync should get better as server side optimizations are implemented, but it'll never completely go away. Next time watch the door :P

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To your question whether it will be fixed or not:

 

No. Never.

 

 

There are tons of topics about desync out there and in almost all of them there is a link to the last DevBlog in which rocket explains what is causing the desync and how he plans on fixing it in the very near future.

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probably some from column A and B. Desync should get better as server side optimizations are implemented, but it'll never completely go away. Next time watch the door :P

 

The problem with that is that he will already be inside and have me in his sights before he even appears on my screen. I am going to die. A LOT.

 

There are tons of topics about desync out there and in almost all of them there is a link to the last DevBlog in which rocket explains what is causing the desync and how he plans on fixing it in the very near future.

 

 

Care to elaborate on what that cause is? Seems like a shame to just leave it hanging there.

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From what I recall, desync doesn't exist anymore as it was part of Arma 2's architecture.  You can still experience lag but when you get the broken chain links on your screen, it means your client is just getting updates from the server.  I will have to find the interview where Dean Hall explains all of this.

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Nevermind, I was somewhat wrong.

 

 

[–]rocket2gunsRocket 8 points

17 days ago

It's not quite that simple, although I can see why the lines would be drawn together.

There are some common factors but there are many people who get confused between Framerate and Desync and I'm slightly insane over trying to figure out which people are referring too - so I don't like to blur the lines between the issues.

The OP is talking about desync, as in the red/yellow chain possibly with or without rubberbanding or any other myriad of symptoms.

Firstly, in DayZ desync indicators are not necessarily bad. They are natural. ArmA they should never have occurred... you have all the data in ArmA. In DayZ, it loads the information in as it goes. However we did not modify the engine, therefore what the old ArmA code see's as desync, is simply the client recognizing that it is missing data the server thinks it should have. This can either be because the server is ignoring it's requests (they aren't a priority, it might be loading other players data first), or because the server is currently spooling information (or the client has extra info it should not have loaded). In most dayz circumstances, the desync indicators can be seen as "loading". They indicate your data state is updating. Remember that network bubble? it simply means that the bubble is not updating as fast as the client or server would like (i.e. not instantly).

So, back to the OP. The main issue is bandwidth. Our bandwidth usage is unreasonably high and (as identified in the main post), this taxes internet conditions anywhere south of outstanding. Containers on players represent some issues for the server, because it's information goes through complex processes to be distributed to players. I've made some recommendations to the programmers to alter this, but it's not trivial changes so they require great thought and testing.

So really there are multiple issues here, and it's best they don't get confused. I had a great deal of problem dealing with a whole bunch of different "desync" issues being assumed as one issue on the forums.

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Care to elaborate on what that cause is? Seems like a shame to just leave it hanging there.

 

 

It has to do with the storagecontainers. Without going too much into detail it is trying to be synced across the clients constantly causing desync between players. You will notice the desync to go down considerably when you drop all storage containers (including ammoboxes and firstaidkits)

 

 

EDIT: Just realised it was mentioned in the post above. Even though what rocket is saying in that quoted element is somewhat wrong to assume. As most of the time desync is caused by the clients trying to resolve functions / trying to compile and execute them. You can't really say it shouldn't have been there, as it's an essential part of what ARMA is and how it works.

 

You will always have scripts running on the clientside in ARMA, you just need to be smart enough to code it in a way it's not overloading the clients. If you are overloading the clients, desync happens. But that is not ARMA's fault.

Edited by kichilron

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