Page 14 of 24 FirstFirst ... 4 12 13 14 15 16 ... LastLast
Results 131 to 140 of 237

Thread: ATTN: Firefighters

  1. #131
    I was like Um. Delta4907's Avatar
    Join Date
    Sep 2007
    Location
    New York, USA
    Posts
    549

    Re: ATTN: Firefighters

    If only co-op games had some type of better network code, but I'm sure Bungie optimized it the best they could anyway.
    Reply With Quote

  2. #132
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: ATTN: Firefighters

    Quote Originally Posted by Delta4907 View Post
    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...
    Reply With Quote

  3. #133
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: ATTN: Firefighters

    Quote Originally Posted by Kornman00 View Post
    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...
    Out of curiosity, why is it that i never experience lag on Call of Duty:World at war in co-op or zombies but i do in halo 3?
    Im guessing zombies dosn't use lockstep but that would seem a little odd to me.
    Reply With Quote

  4. #134
    For Gnomejas sevlag's Avatar
    Join Date
    Oct 2008
    Posts
    1,875

    Re: ATTN: Firefighters

    wanna try again :\

    this achievement will drive me to the grave
    Reply With Quote

  5. #135
    SDavis Juice sdavis117's Avatar
    Join Date
    Jul 2007
    Location
    Eau Claire, Wisconsin
    Posts
    2,402

    Re: ATTN: Firefighters

    I'll join you guys in a minute, I need some breakfast first.
    Reply With Quote

  6. #136
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: ATTN: Firefighters

    Quote Originally Posted by =sw=warlord View Post
    Out of curiosity, why is it that i never experience lag on Call of Duty:World at war in co-op or zombies but i do in halo 3?
    Im guessing zombies dosn't use lockstep but that would seem a little odd to me.
    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.
    Reply With Quote

  7. #137
    SDavis Juice sdavis117's Avatar
    Join Date
    Jul 2007
    Location
    Eau Claire, Wisconsin
    Posts
    2,402

    Re: ATTN: Firefighters

    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.
    Reply With Quote

  8. #138
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: ATTN: Firefighters

    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.
    Reply With Quote

  9. #139
    I was like Um. Delta4907's Avatar
    Join Date
    Sep 2007
    Location
    New York, USA
    Posts
    549

    Re: ATTN: Firefighters

    Quote Originally Posted by =sw=warlord View Post
    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.
    Run-on sentence much?

    Thanks for explaining it Kornman, now I understand how it works.
    Reply With Quote

  10. #140
    For Gnomejas sevlag's Avatar
    Join Date
    Oct 2008
    Posts
    1,875

    Re: ATTN: Firefighters

    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •