Halo 2 Forum
This topic has moved here: Subject: Precautions against lag in halo 2.
  • Subject: Precautions against lag in halo 2.
Subject: Precautions against lag in halo 2.
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I don't know much about how lag is caused, but it would be good if we discuss how to prevent lag for halo 2. my best shoot would be to not oversized maps
any suggestions?

[Edited on 6/21/2004 7:08:11 PM]

  • 06.21.2004 7:07 PM PDT
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Halo 2 will use bump mapping.Its a big thing to stop lag.Dont know how its done though.But there will be no lag

  • 06.21.2004 7:13 PM PDT
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if your internet connection sucks, lag is high, if your internet connection is awesome, ill be giving you a call

  • 06.21.2004 7:15 PM PDT
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The star system in Rainbow Six 3 that shows the person's speed would be useful in keeping servers lag-free in Halo 2.

  • 06.21.2004 7:15 PM PDT
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you don;t want to be booting everyone that has a little slow connection, because many people will get booted if you do

  • 06.21.2004 7:18 PM PDT
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The best way to eliminate lag is to realize your upstream capacity and if you have a dsl you probably shouldn't host a 16 player Waterworks match with all vehicles

  • 06.21.2004 8:31 PM PDT
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With everyone already have broadband, the host is the only speed that will be causing lag. Just as long as the host does not try to host too many it will be ok.

  • 06.21.2004 8:34 PM PDT
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hopefully there will be dedicated servers.

  • 06.21.2004 8:35 PM PDT
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Lag is cased by the time it takes for one packet of info to go from the host to the other computers/xbox. The the info goes at light speed but every time it goes to a server to be turned to a new direction it takes time and if it hits ten servers that chance is its direction it will add up creating lag.

  • 06.21.2004 8:42 PM PDT
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Posted by: Abrams_Tank
Halo 2 will use bump mapping.Its a big thing to stop lag.Dont know how its done though.But there will be no lag


Err, bump mapping has to do with texture and surfaces. Effectively eliminating boring, flat, solid surfaces. I think. Please correct me if I'm wrong.

[Edited on 6/21/2004 8:43:49 PM]

  • 06.21.2004 8:42 PM PDT
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Bump mapping is also good because it uses fewer polgons, but gets more realistic textures.
I swear all the textures in halo look like real life!

  • 06.21.2004 8:49 PM PDT

SB-117

MY THEORY BASED ON WHAT IVE HEARD.

With bump mapping you can create bumps on a model without having to created those bumps using extra polygons. More polygons = slower. So if you use bump mapping instead of wasting polygons the game wont go slow. Thats how i THINK it works.

  • 06.21.2004 8:51 PM PDT
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halo 2 will be using all of xbox live's newest lag reducing techniques such as finding hosts that live near you.

  • 06.21.2004 8:54 PM PDT
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u can test how many servers a packet goes through and how long it takes by going to command promped and typing "tracert" space and then a web page or ip address. I did "tracert www.bungie.net" and it went through 19 servers and took 73ms to get there.


[Edited on 6/21/2004 8:55:47 PM]

  • 06.21.2004 8:55 PM PDT
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And hopefully Bungie will host some dedicated 16 player servers.

  • 06.21.2004 8:56 PM PDT

SB-117

Ok I needed to bump this thread above the spam threads to counter them. I apologise for doing so. You'll see when I'm finished...

  • 06.21.2004 9:51 PM PDT
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The number of polygons really doesn't effect lag. Your personal xbox deals with all the rendaring. I know some of you might be thinking but the host has to send the information of where each polygon is. Not really. the host has to send location information of each object (any object can have as many polygons as it wants and it doesn't change that it can be grouped into one object). If your Xbox knows what any given object looks like all it needs to be sent from the host is where that object is and what kind of object (maybe its facing too). Thats only 3 coded numbers (or words or what ever you want). If it is a static part of the world like map information it doesn't need to be sent at all. As for players, once again the number of polygons on them does not really matter. What does need to be sent is where they are facing, what weapon they have out and what animation they are peforming. Smart programming would have it so that the host sends script ids for what animation a player is doing and the local Xbox knows what that is and rendars it appropriately.

  • 06.21.2004 10:02 PM PDT