Lagg
#1
Posté 27 février 2015 - 12:00
#2
Posté 27 février 2015 - 12:36
If your internet is actually fine, it could be the connection of the game host.
#3
Posté 27 février 2015 - 02:07
Game host is usually the problem.
Your host could be on a dial up connection or something similar.
If you have good up/down speeds always host your own game.
#4
Posté 27 février 2015 - 08:31
Are you using the command line in the game properties of DA to set the SP cut scenes to 60 fps? Cause if yes you´ll have massive problems that look like lag but stem from this. If not, see above.
#5
Posté 27 février 2015 - 09:11
This game seems to be more prone to lag than most I play.
I have 100down/10up and overclocked i5 4690K 16Gb RAM and the usual suspects still suffer rubberbanding. Even though they had little or no lag with ME3MP or other co-op games.
Don't play the SP so never used the above "fix"
#6
Posté 27 février 2015 - 09:58
This game seems to be more prone to lag than most I play.
I have 100down/10up and overclocked i5 4690K 16Gb RAM and the usual suspects still suffer rubberbanding. Even though they had little or no lag with ME3MP or other co-op games.
Don't play the SP so never used the above "fix"
Gotta love pc gamers.
Never miss a chance to brag ![]()
#7
Posté 27 février 2015 - 04:23
...had little or no lag with ME3MP...
That's because ME3MP never uses laptops on 5MB ADSL (with some torrents running in the background, yeah) to host the match.
With that big epeen config of yours, you should (probably?) be able to know the difference between the dedicated servers and P2P.
#8
Posté 27 février 2015 - 11:48
That's because ME3MP never uses laptops on 5MB ADSL (with some torrents running in the background, yeah) to host the match.
With that big
epeenconfig of yours, you should (probably?) be able to know the difference between the dedicated servers and P2P.
Wait, what? Granted it's been a while, but pretty sure ME3 was p2p as well. See: Endless complaining about off-host vanguarding.
#9
Posté 28 février 2015 - 01:05
This game seems to be more prone to lag than most I play.
I have 100down/10up and overclocked i5 4690K 16Gb RAM and the usual suspects still suffer rubberbanding. Even though they had little or no lag with ME3MP or other co-op games.
Don't play the SP so never used the above "fix"
I have direct fiber line (no modem) 85/85 up and down. My PC is overclocked i7 4.6ghz, 16gb ram, gtx 660. I play this game on XBONE lol
#10
Posté 28 février 2015 - 04:04
and the usual suspects still suffer rubberbanding. Even though they had little or no lag with ME3MP or other co-op games.
I'm sorry, I imagined that it was reasonably obvious that with a little reading comprehension that I was referring to me hosting and the others rubberbanding on my host. Which was why I posted my specs as I knew the first thing would be "what do you expect hosting on a toaster on dial-up"
for example
That's because ME3MP never uses laptops on 5MB ADSL (with some torrents running in the background, yeah) to host the match.
With that big
epeenconfig of yours, you should (probably?) be able to know the difference between the dedicated servers and P2P.
and I sure do know the difference they are both P2P.
I can host for my friends on ME3MP (or pretty much anything else) and they will have little to no lag but on DAMP they rubberband like mad.
#11
Posté 02 mars 2015 - 02:37
I can host for my friends on ME3MP (or pretty much anything else) and they will have little to no lag but on DAMP they rubberband like mad.
For real.
#12
Posté 02 mars 2015 - 03:14
I have the same issue once every couple of games.
Always create your own game. Only advice I can give.
#13
Posté 02 mars 2015 - 05:28
Something you CAN try, but I'll put the disclaimer upfront that results can vary with equipment and region/ISP, is isolating your gaming UDP/TCP to a primary router and putting the rest of your network traffic on a secondary.
The primary router (top-level) is connects directly behind the modem.
The secondary router you'd want to run WAN-to-LAN (though you can use LAN-to-LAN if you want) on the primary router.
The setup would appear as so in this example:
1. Primary router: 192.168.3.1. DHCP-enabled. Enable QOS and the gaming console/PC MAC set to highest priority. UPnP disable/enabled (your choice). Disable WMM if not using wireless console/PC.
2. Secondary router: 192.168.4.1. DHCP-enabled (if you using WAN-to-LAN).
I've tested this scenario and there is a noticeable difference in the rubber-banding when I'm purposely throttling my local network (there's slightly less rubber-banding for me). This however won't work as well for PC gamers unless you isolate and prioritize the game itself. You could theoretically do the same by using a virtual machine (for the game) and dual-ethernet. The common problem I see when players set QOS is that the open up the ports/assign MACs/specific LAN ports not realizing that it applies to all traffic running through that specific setting (e.g. there is no difference running it that way).
It doesn't take a high-end router to test it out. I pulled out my old WRT54G with DD-WRT installed on it still. Give it a try and see if you notice a difference. There are good open-source tools out there for simulating network throttle to duplicate results.





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