If only co-op games had some type of better network code, but I'm sure Bungie optimized it the best they could anyway.
Printable View
If only co-op games had some type of better network code, but I'm sure Bungie optimized it the best they could anyway.
It's NOT the net code which causes this "problem". Networked campaign games run in a lock step synchronization model so that all clients stay in sync. That's why if ANY client is unable to keep up at full game speed, all the other clients will slow down. It's not lag, it's the actual game slowing down to compensate for players who can't keep it up...
wanna try again :\
this achievement will drive me to the grave
I'll join you guys in a minute, I need some breakfast first.
Wtf, they're two totally different games, does it really boggle your mind that much?
With lock-step and deterministic game play, the engine doesn't have to worry about syncing tons of low level data. All it has to do, if anything, is just keep sending out updates on the player's actions and various object states (units, devices). No actual AI specific packets. Pretty good chance Call of Doodoo doesn't go this route in their networked campaign mode.
Halo CE did this same method (Xbox only) for it's multiplayer. It's why you couldn't jump into existing games because the engine had no support for updating a new client to the current state. It just started all clients at the start of the game with the same input (ie, random seed) and just updated each other with player actions (among a few other things) as the game progressed.
Deterministic game play can lift a lot of processing from the networking layer, but if one client starts to fail to update-in-sync with everyone else (ie, dropped packets) then EVERYONE has to slow down in order to keep a game pace which matches an update rate that slacking client can handle. That specific client may recover from this (brief) update issue, but the Halo 3 engine may not decide to play the game at normal speed until it's seen the connection level out (ie, no more dropped packets). If that or any other client repeats the above issue constantly, you'll see it through the entire game obviously since it won't level out.
This is why DSL rapes cable connections in this instances.
Korn, Sev, and I are trying to get Endure right now. We need a 4th person.
Message me on XBL if you can be that last person in the mantrain, uh, I mean Endure attempt.
Kornman, i was just curious why halo didn't allow you join random games yet a few other games did but in zombies you can't just join a random game which i was curious if it used a simular system to halo 3 because both of them ended the game if someone lagged out or left.
http://www.bungie.net/stats/odstg.as...t%2075%20tacos
much love good night