Halo: Reach Forum
This topic has moved here: Subject: Lagging in Firefight
  • Subject: Lagging in Firefight
Subject: Lagging in Firefight

I'm Brian. I play alot of shooter games. If you want to play just let me know

Im really getting tired of lagging in every firefight. Its really stupided!!!

  • 01.05.2012 6:03 PM PDT

Posted by: martrdom95
They rushed reach for the profit they built up hipe and screwed us over end of story


My Live Stream!!

Posted by: Gangster No1
Anyone who claims the AR takes skill ought to shoot himself in the head. Preferably with the AR because they'll most likely miss with any other weapon.

Play local Firefight then.

  • 01.05.2012 6:04 PM PDT

Play Solo Firefight.

Problem solved.

  • 01.05.2012 6:05 PM PDT

:D

lol "Stupided"

OT: Yeah that happens a lot in firefight. Regardless of how good your connection is.

  • 01.05.2012 6:06 PM PDT

If they don't suck it at first, just thrust and thrust til they do

no one plays firefight matchmaking cept for the daily challenges.
i dont see the point of this thread

  • 01.05.2012 6:07 PM PDT

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

  • 01.05.2012 6:11 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.

That's the synchronous networking code. When you push button on the controller your xbox sends the button pushes to the host the host then checks what everyone did and sends back the information of it happening. This is different from the asynchronous system used in multiplayer where your input happens on your screen immediately and then the hosts just checks in to make sure everything is happening correctly.

GOD DAMMIT BOOM!!

[Edited on 01.05.2012 6:13 PM PST]

  • 01.05.2012 6:13 PM PDT

Posted by: RC Clone
GOD DAMMIT BOOM!!
Out BR'd.

  • 01.05.2012 6:14 PM PDT

Posted by: martrdom95
They rushed reach for the profit they built up hipe and screwed us over end of story


My Live Stream!!

Posted by: Gangster No1
Anyone who claims the AR takes skill ought to shoot himself in the head. Preferably with the AR because they'll most likely miss with any other weapon.


Posted by: boomdeyadah
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


Learned something new today...

  • 01.05.2012 6:34 PM PDT

Posted by: XxHitManxX
Learned something new today...
Knowledge is power.

  • 01.05.2012 6:41 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.


Posted by: boomdeyadah
Posted by: XxHitManxX
Learned something new today...
Knowledge is power.

And knowing is half the battle.

  • 01.05.2012 7:09 PM PDT

There's always been lag in firefight matchmaking for everyone but the host, same with campaign

  • 01.05.2012 7:10 PM PDT


Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.

  • 01.05.2012 7:12 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.


Posted by: SatansReverence

Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.

Too bad that's teh only way to sync Bungie's AI coding.

  • 01.05.2012 7:16 PM PDT


Posted by: RC Clone

Posted by: SatansReverence

Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.

Too bad that's teh only way to sync Bungie's AI coding.


The retarded input delays are inexcusable.

  • 01.05.2012 7:20 PM PDT
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Hey, uh, if you like vs threads, then check out this little group right here, if you have the time. It's pretty fun, just hop right in.

Posted by: EvasiveGuide311
stupided!!!


Damn.

But anyway, it happens to everybody, there's nothing you can do.

  • 01.05.2012 7:25 PM PDT

Posted by: SatansReverence
Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.
Oh okay. Thanks.

  • 01.05.2012 7:29 PM PDT


Posted by: boomdeyadah
Posted by: SatansReverence
Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.
Oh okay. Thanks.


You're welcome.

  • 01.05.2012 7:30 PM PDT

I'm Brian. I play alot of shooter games. If you want to play just let me know

I been playing local since yesterday

  • 01.06.2012 10:48 AM PDT
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It's almost unbearable these days.

Was playing Limited in Doubles yesterday and the Captain I got stuck with quit after like 5 minutes ... lag was instantly gone. I was loving it.

I wish more people would quit when I pick Limited.

  • 01.06.2012 11:36 AM PDT
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Posted by: SatansReverence

Posted by: RC Clone

Posted by: SatansReverence

Posted by: boomdeyadah
Co-op and firefight run on a "terrible" network model.


Simplified that for you.

Too bad that's teh only way to sync Bungie's AI coding.


The retarded input delays are inexcusable.


Nah i think the players running on dial up connection in 2012 resulting in say 500 in ping is more retarded.

  • 01.06.2012 11:49 AM PDT
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Posted by: Bombsoldier
no one plays firefight matchmaking cept for the daily challenges.
i dont see the point of this thread


boy ur dumb.

  • 01.06.2012 1:00 PM PDT