Halo: Reach Forum
This topic has moved here: Subject: lag in firefight
  • Subject: lag in firefight
Subject: lag in firefight

is enyone miffed on the lageness of the firefight in reach now a days

  • 02.24.2012 1:06 PM PDT
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Someone stopped pulling host.

  • 02.24.2012 1:08 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.

  • 02.24.2012 1:10 PM PDT

Halo 2 > Halo 3 > Halo 3 ODST > Halo Reach > Halo CE

Based on campaigns.


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.


Interesting, never knew this was how it worked.

  • 02.24.2012 1:14 PM PDT

Mediocre Backpacker
56% W\L
2.86 k\d
3.18 DMR
7.29 God Magnum
7.79 Sniper
5.34 Needle Rifle

If you don't pull host don't bother trying to use a precision weapon. The DMR will have varied success but still. In doubles, one gets screwed and the other gets host advantage.

  • 02.24.2012 1:24 PM PDT
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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.


This^^

  • 02.24.2012 1:26 PM PDT
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It can make sniping a pain, you'll have to adjust for the lag, looking the process look more like adjusting for wind and distance. lol

  • 02.24.2012 2:08 PM PDT

There has always been lag in FF. That's why I just play score attack.

  • 02.24.2012 2:15 PM PDT

Halo 2 > Halo 3 > Halo 3 ODST > Halo Reach > Halo CE

Based on campaigns.

Search FF doubles

  • 02.24.2012 2:21 PM PDT