Halo: Reach Forum
This topic has moved here: Subject: Firefight Delay Problem
  • Subject: Firefight Delay Problem
Subject: Firefight Delay Problem

http://www.forgehub.com/

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

Ever since Reach has came out its been close to impossible for me to enjoy a good game of firefight online. Its so delayed that every time I shoot it takes a couple seconds for the game to register.

Why hasnt this been fixed yet? I know 343's in charge now but still.

Has anyone else experienced these problems? If you have found a way to fix it please let me know.

  • 04.23.2012 5:22 PM PDT

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.

  • 04.23.2012 5:23 PM PDT

http://www.forgehub.com/

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


Posted by: boomdeyadah


Interesting. So Im guessing theres no way to fix this then.

  • 04.23.2012 5:27 PM PDT

Posted by: blackandblutoo
Posted by: boomdeyadah


Interesting. So Im guessing theres no way to fix this then.

Solutions:

Pull host all the time
Hope you play with players who don't have a sketchy connection
FF Doubles with an AFK guest
Score Attack

  • 04.23.2012 5:28 PM PDT

http://www.forgehub.com/

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


Posted by: boomdeyadah
Posted by: blackandblutoo
Posted by: boomdeyadah


Interesting. So Im guessing theres no way to fix this then.

Solutions:

Pull host all the time
Hope you play with players who don't have a sketchy connection
FF Doubles with an AFK guest
Score Attack


Doesnt playing with a guest AFK get you banned?

Anyway it sucks, but all of my friends have pretty bad connection.

Thanks for the info though.

  • 04.23.2012 5:30 PM PDT

It won't if you get atleast one kill.

  • 04.23.2012 5:31 PM PDT