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This topic has moved here: Subject: Lag in Firefight???
  • Subject: Lag in Firefight???
Subject: Lag in Firefight???

If pro is the opposite of con, then the opposite of progress is...

It seems that every single Firefight matchmaking game I play now has lag. Does anyone else have this issue?

My Internet connection is fine, btw.

[Edited on 12.17.2011 7:44 PM PST]

  • 12.17.2011 7:44 PM PDT

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That's how online play with AI runs, which is why I don't play FF or Campaign online. Not worth the frustration

  • 12.17.2011 7:45 PM PDT

women think giving birth is hard, try playing halo on yellow bar..

______ ____(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
--------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------<)

Not my Main, i don't play Reach MM on this account so don't judge tryhard pro's :)

Lag has always being in FF since the start of Reach, nothing new there

  • 12.17.2011 7:45 PM PDT

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There's always been lag in Firefight.

  • 12.17.2011 7:46 PM PDT

If pro is the opposite of con, then the opposite of progress is...


Posted by: OMG iTz M0nkey
Lag has always being in FF since the start of Reach, nothing new there


For me, its started ever since yesterday. :/

  • 12.17.2011 7:49 PM PDT

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Tell her that If you jingle my bells, Ill promise you a white Christmas - Call Me Venom
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If Apple invented a car, would it have windows? - Xxembers

Probably means you stopped pulling host.

  • 12.17.2011 7:49 PM PDT
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Posted by: evilcam
Bobcast is paid in MILF blind dates.

Campaign/Firefight run on a different networking model then MM. If one person has a bad connection in Firefight than everyone will suffer.

  • 12.17.2011 7:50 PM PDT
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Co-op and firefight run on a "synchronize" network model. Let's say you are playing 4-player co-op. One player is the "host", the other 3 are "clients". All 4 players load the level, and all 4 players start the mission at the same time. Now, when a "client" presses a button, such as 'jump', their Xbox sends a signal to the "host" Xbox, telling it what the client player is doing. The host box receives these signals from all 3 clients, then calculates every movement, bullet fired, damage done, etc, and sends the updated information out to all the clients, who's Xbox's then reproduce the changes. But, the host will only send out these updates when it has received signals from all 3 clients. It has to do this so to maintain accurate and consistent information across all 4 players (In other words, all 4 players are seeing the same things in the same places).

This is where the lag comes in: If just one of the players in the game has a crappy connection, it slows down their ability to send information to the host, which means the host has to wait longer before it can send out gameplay updates to the other players. So, even if you are a client with a great connection, playing with a host with a great connection, you can still get major lag if one of the other players has a crappy connection.

The reason this does not happen in standard multiplayer is that Bungie uses a different network model for standard multiplayer. When playing "Team Slayer" or any other standard multiplayer mode, the host doesn't wait for a lagging player before it updates the gameplay and sends info to all other clients. So, if a player joins a match with a crappy connection, they will have a laggy game, but won't directly impact other players in the match


TL;DR
Posted by: Thrasher Fan
Campaign/Firefight run on a different networking model then MM. If one person has a bad connection in Firefight than everyone will suffer.

  • 12.17.2011 8:02 PM PDT

I lag like a mother effer. My connection is very good so the people with me must have really crappy connections.

  • 12.17.2011 8:03 PM PDT