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Player Collision.


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34 réponses à ce sujet

#26
Bariudol

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Why doesn't it work like SP? You can't just pass through companions but you don't ricochet off them like a f*cking bumper car either. Everything works so well in single player. I don't get how so many things that are just fine in SP are completely broken in MP.

 

Is not that simple. In multiplayer physics are calculated server side and then replicated to the clients, when you move, you are actually asking the server for permition to move, then it replicates to you and the other clients. Thats the reason for rubberbanding and ricocheting on collide with other characters; if the host is playing on a frozen potato you will lag no matter how awesome the hosts internet connection is. Its vital to the host to have a powerful CPU to process all the physics, not just the ones him/her sees. GOOD HOST CPU > HOST BROADBAND. Actually a stable 3Mbits upstream connection is more than enough to host this game (World average is 10+).


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#27
Catastrophy

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Charging bull lets you run through everything. Low CD as well.

Yes, that's what the 5-horn assembly was meant for.



#28
Rolenka

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Bumping into players reminds me of the swim test in Marine Corps boot camp. Swimming in combat gear alongside dozens of other young men, and every time you came up for air, you'd get bumped and go down again. All of us like that.

 

It's the same frustration sometimes, especially when we're all rubberbanding around ever-so-slightly from lag.



#29
BoogieManFL

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So many times as melee I've been blocked in doorways by clueless ranged players..



#30
N7 Tigger

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Is not that simple. In multiplayer physics are calculated server side and then replicated to the clients, when you move, you are actually asking the server for permition to move, then it replicates to you and the other clients. Thats the reason for rubberbanding and ricocheting on collide with other characters; if the host is playing on a frozen potato you will lag no matter how awesome the hosts internet connection is. Its vital to the host to have a powerful CPU to process all the physics, not just the ones him/her sees. GOOD HOST CPU > HOST BROADBAND. Actually a stable 3Mbits upstream connection is more than enough to host this game (World average is 10+).

 

It seemed simple enough in ME3 when this problem didn't exits. Oh, and every other online co-op game I've played.



#31
Rolenka

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It seemed simple enough in ME3 when this problem didn't exits. Oh, and every other online co-op game I've played.

 

Dungeons & Dragons Online has what I think is the perfect way to address it. You can run through players, but you are slowed down while doing so.



#32
Catastrophy

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It seemed simple enough in ME3 when this problem didn't exits. Oh, and every other online co-op game I've played.

You lucky bastard. Never had a guy bump into you, obstructing your movement at your RHA spot? Sure there is no teleporting, but you still bump into each other. I deeply loathe it.



#33
Shadohz

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Is not that simple. In multiplayer physics are calculated server side and then replicated to the clients, when you move, you are actually asking the server for permition to move, then it replicates to you and the other clients. Thats the reason for rubberbanding and ricocheting on collide with other characters; if the host is playing on a frozen potato you will lag no matter how awesome the hosts internet connection is. Its vital to the host to have a powerful CPU to process all the physics, not just the ones him/her sees. GOOD HOST CPU > HOST BROADBAND. Actually a stable 3Mbits upstream connection is more than enough to host this game (World average is 10+).

You're referring to 'client prediction'. The majority of those failures are due to connectivity issues (packet drops, etc), distance, and poor code. Sure it's possible that someone with a low-end machine could cause lag. However when console players (who share pretty similar configurations and specs) have just as many issues as PC players than you can't pass that off as a "most likely". If I can play 3 different P2P games with the same 3 people but we only lag heavily on one game, then what does that tell you? You may want to go check out the feedback section on the PC issues with this game. CPU spikes isn't a normal thing. lol


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#34
Bariudol

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It seemed simple enough in ME3 when this problem didn't exits. Oh, and every other online co-op game I've played.

 

ME3 runs on Unreal Engine 3 and uses physX to calculate physics, Frosbite 3 has a propietary physics engine i think (or was it havoc?). There are tons of factors that may cause this kind of behaviour, to start, as I already stated: it depends a lot on what PC the host is playing on, take into account that Frosbite 3 is very CPU and Video memory intensive, with a low memory GPU the CPU takes a lot of time re allocating memory to keep the game running. UE3 while it had pretty good graphics it was not even close to Frostbite 3 in requierements. The way the collision is calculated also affects this, while i don't know the engine internally I coulnt tell, but its not on BioWare's hands to control that (Battlefield 4 has the same collision ricocheting you speak of). Sorry if my english is not the best, it is not my native tounge.

 

I have noticed that while playing on Lan this doesn't happen, so ping is a big part of that. Also characters play an animation when you collide with them, causing the effect to look more evident.



#35
Bariudol

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You're referring to 'client prediction'. The majority of those failures are due to connectivity issues (packet drops, etc), distance, and poor code. Sure it's possible that someone with a low-end machine could cause lag. However when console players (who share pretty similar configurations and specs) have just as many issues as PC players than you can't pass that off as a "most likely". If I can play 3 different P2P games with the same 3 people but we only lag heavily on one game, then what does that tell you? You may want to go check out the feedback section on the PC issues with this game. CPU spikes isn't a normal thing. lol

 

Well thats a common factor among all Frosbite based games. This engine is really memory and CPU intensive (i would dare to say, maybe too much). But then again, I believe the problem is caused by lag, not by the collision itself. Now a days the server generally replicates up to 100 times a second to each client (UE4 does, Battlefield 4 does 30~60 times); thats more than most people average fps (of course if the host is running at 20fps, well, you will get a **** ton of packet lost -or duplicated-). As you said, packets being ignored or lost and high ping due to distance are a huge factor. Bad optimization will kill your online experience. As i commented just a moment ago, this issue does not appear during games between people in the same local network (made a lan party with friends).  Frostbite 3 has a huge issue with the god be dammen netcode.