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Having some serious lag lately and I don't know why?


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#1
Ergunk

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 I have experienced a lot of lag lately in multiplayer and I don't know why my pc meets the requirement for playing and my net is very strong but it's only in mass effect I lag all other games it's fine.

For example I am running up the stairs and get to the top then all of a sudden I get like ported back down the stairs and it also take some time for my bullets/abilities/melee hits to register before it does the dmg and it's very annoying I thought it will go away but it won't.

Is it just me or do some of you have the same problem? Please if you,have any idea help it sucks not to be available to play one of your favourite games;(

#2
carine

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I am having the exact same problem. It also takes me more than it should to die -- like I'm still firing when I should be dead and then I'm dead. Or I'm still Vanguard charging after the 'Dying' text comes up on screen.

It's never been this bad before but I don't know what to do to fix it. I just wanted to let you know you're not alone in this issue :/

#3
Ergunk

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Well good to know there is nothing wrong with my pc then I guess:P hope it will be fixed soon..

#4
Terry Yaki

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The servers have been god-awful at least for this past week. There's no need to suspect that it might be your computer if you can just even play SP fine. Fat chance this will ever be fixed and will probably get even worse over more time.

#5
.458

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Something it may help to understand, though it won't solve anything.

In reality each player is playing only a local copy single player, where the events of the other players are getting transmitted to each other. I think the host is responsible for relay between several players, and is the "master" copy (typical network strategy). Each player that has a "slave" runs around and does things quite smoothly, but then sends what is happening to the master. The master is responsible for distributing what everyone needs, e.g., that you started running facing a particular direction. Now imagine that the master never receives your event, or that it receives the event with lag. There is no way the master could ever send events out (including an echo back to you) in time. The master seems to act also as the validator as to what is done when, and appears to check if that bullet you fired at a particular time was capable of hitting the target. If your time is off a bit likely it still believes you. If your time is off further, you shot a blank, because it does not believe you. If you shot something where the angle of impact plays in, e.g., a curved hit from a biotic maybe does less damage with a grazing blow...then your idea of the angle might be different enough from the master that even though you hit, the damage seems to be less than it should be for a direct hit. Obviously if you are host then you will always agree with yourself.

Now with respect to motion, have you ever noticed that you can't just spin around and instantly face a random direction directly after you are revived? There are rules on the movement of anything in this game that appear to be splines. I think the master has an idea of what motion is possible, and if your timing says you did this or that at a certain interval, and ended up over there, and if the splines are valid and capable of this, you would get an echo back saying it accepts your motion to this spot or that, and your local copy would be pretty close to this and acceptable. But if the timing gets further off, the master and slave are going to argue about whether it is possible. It's kind of like a movie, you have frames, and if  you get far enough off the frame your local copy will have to get corrected to what the master says it should be. The reframing shows as a slight jump. Continuous lag would show as a series of small rewinds or jumps. Corrupted or missing data would likely result in very erratic movement...in the case of corrupted floating point data, it is possible to crash the system if what is known as "not a number" (NaN) is attempted to be loaded into that floating point.

So take your pick...shooting blanks, short rewinds, very erratic movement, program crash, or crash generated from inside hardware accelerated graphics or audio getting a blue screen of death.

And here is the part to look at: The lag would be between you and another player, the host to slave, and may not even be related to the server. Of course if the host loses connect to the server and it migrates, there is a good chance the host lost connect to server. If it is just you that remains after migrating, then it was you that lost connect to the master (assuming you were slave).

FYI, the packet type is UDP, which is not "reliable", and is expected to be truncated and have missing packets once in a while. Provided it is handled right, you can afford to lose some of the data. It's like a picture that has one pixel missing,  you hardly notice it...data compression for image data can even do this on purpose. If you lose a bit of data about how you are walking and the formula for walking is a smooth curve, you might be able to correct and nudge that curve without the player even noticing it. I happen to believe the network software does not properly handle fragmentation and truncation, but only BW knows for sure.

Modifié par .458, 21 juin 2012 - 10:56 .


#6
Christovski

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Ouch, not the most efficient system....

Disconnects have been unbearable as of late as well

#7
Malanek

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I've been having the same. Just started on Tuesday though, before that it was fine. Tends to mainly happen just at the start of each wave.

Modifié par Malanek999, 17 août 2012 - 03:30 .


#8
.458

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Malanek999 wrote...

I've been having the same. Just started on Tuesday though, before that it was fine. Tends to mainly happen just at the start of each wave.


I'm going to guess that the start of a wave requires sending object info from host to guest, and traffic increases. Later waves probably send more traffic as well due to more enemies. Anything which causes a burst of network traffic seems to boost disconnect odds as well. Yet another sign of inadequate UDP coding.

#9
Rita Torres

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I've got the same problem. I don't know exactly when it started - I didn't play for a month or more before I have noticed it - but I blame the recent DLCs. Multiplayer became really unplayable for me due to the terrible lags. It seems that the problem is not common, while some people are still suffering it - that's why nobody from the support is paying attention.

#10
.458

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Rita Torres wrote...

I've got the same problem. I don't know exactly when it started - I didn't play for a month or more before I have noticed it - but I blame the recent DLCs. Multiplayer became really unplayable for me due to the terrible lags. It seems that the problem is not common, while some people are still suffering it - that's why nobody from the support is paying attention.


The problem is very common. Rubber-banding is actual lag, while most disconnects are a software deficiency. Little attention is paid to it because support believes the software is not at issue and it is the player's fault. There seems to be a policy against discussing any weakness in the software side of networking, which in turn means the help desk can only say "it works for other people so it must be your fault".

#11
Josh.de

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.458 wrote...

Something it may help to understand, though it won't solve anything.

In reality each player is playing only a local copy single player, where the events of the other players are getting transmitted to each other. I think the host is responsible for relay between several players, and is the "master" copy (typical network strategy). Each player that has a "slave" runs around and does things quite smoothly, but then sends what is happening to the master. The master is responsible for distributing what everyone needs, e.g., that you started running facing a particular direction. Now imagine that the master never receives your event, or that it receives the event with lag. There is no way the master could ever send events out (including an echo back to you) in time. The master seems to act also as the validator as to what is done when, and appears to check if that bullet you fired at a particular time was capable of hitting the target. If your time is off a bit likely it still believes you. If your time is off further, you shot a blank, because it does not believe you. If you shot something where the angle of impact plays in, e.g., a curved hit from a biotic maybe does less damage with a grazing blow...then your idea of the angle might be different enough from the master that even though you hit, the damage seems to be less than it should be for a direct hit. Obviously if you are host then you will always agree with yourself.

Now with respect to motion, have you ever noticed that you can't just spin around and instantly face a random direction directly after you are revived? There are rules on the movement of anything in this game that appear to be splines. I think the master has an idea of what motion is possible, and if your timing says you did this or that at a certain interval, and ended up over there, and if the splines are valid and capable of this, you would get an echo back saying it accepts your motion to this spot or that, and your local copy would be pretty close to this and acceptable. But if the timing gets further off, the master and slave are going to argue about whether it is possible. It's kind of like a movie, you have frames, and if  you get far enough off the frame your local copy will have to get corrected to what the master says it should be. The reframing shows as a slight jump. Continuous lag would show as a series of small rewinds or jumps. Corrupted or missing data would likely result in very erratic movement...in the case of corrupted floating point data, it is possible to crash the system if what is known as "not a number" (NaN) is attempted to be loaded into that floating point.

So take your pick...shooting blanks, short rewinds, very erratic movement, program crash, or crash generated from inside hardware accelerated graphics or audio getting a blue screen of death.

And here is the part to look at: The lag would be between you and another player, the host to slave, and may not even be related to the server. Of course if the host loses connect to the server and it migrates, there is a good chance the host lost connect to server. If it is just you that remains after migrating, then it was you that lost connect to the master (assuming you were slave).

FYI, the packet type is UDP, which is not "reliable", and is expected to be truncated and have missing packets once in a while. Provided it is handled right, you can afford to lose some of the data. It's like a picture that has one pixel missing,  you hardly notice it...data compression for image data can even do this on purpose. If you lose a bit of data about how you are walking and the formula for walking is a smooth curve, you might be able to correct and nudge that curve without the player even noticing it. I happen to believe the network software does not properly handle fragmentation and truncation, but only BW knows for sure.


Very well explained.

BioWare´s main problem is, that the whole network interface for ME3 was done by a third party, so they have (probably) no rights to patch anything related to it :-/

#12
.458

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Josh.de wrote...

.458 wrote...

Something it may help to understand, though it won't solve anything.

In reality each player is playing only a local copy single player, where the events of the other players are getting transmitted to each other. I think the host is responsible for relay between several players, and is the "master" copy (typical network strategy). Each player that has a "slave" runs around and does things quite smoothly, but then sends what is happening to the master. The master is responsible for distributing what everyone needs, e.g., that you started running facing a particular direction. Now imagine that the master never receives your event, or that it receives the event with lag. There is no way the master could ever send events out (including an echo back to you) in time. The master seems to act also as the validator as to what is done when, and appears to check if that bullet you fired at a particular time was capable of hitting the target. If your time is off a bit likely it still believes you. If your time is off further, you shot a blank, because it does not believe you. If you shot something where the angle of impact plays in, e.g., a curved hit from a biotic maybe does less damage with a grazing blow...then your idea of the angle might be different enough from the master that even though you hit, the damage seems to be less than it should be for a direct hit. Obviously if you are host then you will always agree with yourself.

Now with respect to motion, have you ever noticed that you can't just spin around and instantly face a random direction directly after you are revived? There are rules on the movement of anything in this game that appear to be splines. I think the master has an idea of what motion is possible, and if your timing says you did this or that at a certain interval, and ended up over there, and if the splines are valid and capable of this, you would get an echo back saying it accepts your motion to this spot or that, and your local copy would be pretty close to this and acceptable. But if the timing gets further off, the master and slave are going to argue about whether it is possible. It's kind of like a movie, you have frames, and if  you get far enough off the frame your local copy will have to get corrected to what the master says it should be. The reframing shows as a slight jump. Continuous lag would show as a series of small rewinds or jumps. Corrupted or missing data would likely result in very erratic movement...in the case of corrupted floating point data, it is possible to crash the system if what is known as "not a number" (NaN) is attempted to be loaded into that floating point.

So take your pick...shooting blanks, short rewinds, very erratic movement, program crash, or crash generated from inside hardware accelerated graphics or audio getting a blue screen of death.

And here is the part to look at: The lag would be between you and another player, the host to slave, and may not even be related to the server. Of course if the host loses connect to the server and it migrates, there is a good chance the host lost connect to server. If it is just you that remains after migrating, then it was you that lost connect to the master (assuming you were slave).

FYI, the packet type is UDP, which is not "reliable", and is expected to be truncated and have missing packets once in a while. Provided it is handled right, you can afford to lose some of the data. It's like a picture that has one pixel missing,  you hardly notice it...data compression for image data can even do this on purpose. If you lose a bit of data about how you are walking and the formula for walking is a smooth curve, you might be able to correct and nudge that curve without the player even noticing it. I happen to believe the network software does not properly handle fragmentation and truncation, but only BW knows for sure.


Very well explained.

BioWare´s main problem is, that the whole network interface for ME3 was done by a third party, so they have (probably) no rights to patch anything related to it :-/


I suspect this is true. There is a good chance they were given an interface specification, and told to use it, and that the interface was to be treated as a reliable interface. This same interface may be used in other places as well, although if those places are internal to the company and never going over the internet then it will never show as a problem there. Even over the internet, the problem only shows at moments, and perhaps the software used actually does correct for the bulk of problem moments, then disconnecting or failing only on worst case. But...if they use some proprietary interface or setup, or if they just had some sort of contract, then there will be nothing they can do about it short of writing their own complete replacement...which isn't easy. Especially if there is no funding or management support for it.

#13
Carcinogenic2

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.458 wrote...

I suspect this is true. There is a good chance they were given an interface specification, and told to use it, and that the interface was to be treated as a reliable interface. This same interface may be used in other places as well, although if those places are internal to the company and never going over the internet then it will never show as a problem there. Even over the internet, the problem only shows at moments, and perhaps the software used actually does correct for the bulk of problem moments, then disconnecting or failing only on worst case. But...if they use some proprietary interface or setup, or if they just had some sort of contract, then there will be nothing they can do about it short of writing their own complete replacement...which isn't easy. Especially if there is no funding or management support for it.


[sigh]
Be it or not "legal agreement" problems between BioWare and a third party to use this or that network interface, it's been enraging me that not only lags/disconnects occur more than often leaving me w/o the equipment I used in the middle of a mission; since 1.03 patch the damn store interface leaves me hanging without anything I buy using BioWare points. I'm simply forced to restart the game and get into MP again just to see the pack I chose.
What's more, I don't give a damn to what BW executive staff does at EA headquarters, since they give their production staff the tools to SOLVE THE PROBLEM ONCE AND FOR ALL. They've got NO EXCUSES NOT TO DO IT. <_<

#14
adrianr2202

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Kick out of the game in the middle of the fight, lags, tons of credits that I cannot spend because when I use the shop I get disconnected.. all happened to me also. In the end I accepted them and play the game for those unspoiled matches. But now I am not able to access the multiplayer section. The origin is well connected, the internet is working fine but I am not allowed to connect in game. I tried for hours with no positive response (this also happened yesterday).
Nice product... For me it ruins everything good in this game