Dcully wrote: » , i know only too well if a game has netcode issues or not and BF4 certainly has.
Fiona White Sperm wrote: » How could you possibly know that without the source, or some serious profiling? The issues could be anywhere in the stack. I think that you're proving Sparks point here. The developers are saying that they'll address the netcode because that's what people are complaining about.
Dcully wrote: » I know there is something wrong,are you saying there isnt? I know things are fine my end so it has to be the game,simple concept really.
Again, you're just highlighting how correct Sparks is when he says that people are talking outside their area of understanding.
Dcully wrote: » There is an issue with how data is been sent to and from clients and servers in BF4, end of story.
Nobody needs a degree in anything to know if a game doesnt feel right. 15 years of MP gaming sure helps suss out if there is an issue, but doesnt help suss out what that issue is.
Are you saying there is no issue?
TheFairy wrote: » Slide yer network optimizer to zero, some people lag then yes, but they are now where you see them in the game, hits now register the way they should. Now shoot them in the face, end of really!!!
Sparks wrote: » Prove it. How about a degree in computer engineering and 15 years of writing network code for a living at pretty much every level of the stack from assembly to erlang? Would you think that might give someone insight into the problem? The point I'm making is that yes, it might be something in their stack that's not tuned well enough yet, but there are so many other components in BF4, and they're all so interdependent, that you cannot just play the game, see one or two issues, and immediately diagnose it as a "netcode" issue. And you look silly to anyone who knows that field if you do so. Nobody's saying that.
Sparks wrote: » Prove it.
Now the developer has for the first time responded to the netcode situation, with DICE’s Gustav Halling saying that the “netcode issues I’ve seen in a few videos is a top priority”, and added that that they are working on it. ... We’re not sure if the upcoming patch will include both netcode optimization and crash fixes. The netcode is notoriously difficult to change and fix, and it took several patches for BF3 before its issues were resolved. By comparison the netcode in Battlefield 4 is even worse, but at least it’s confirmed that DICE are aware of the issues and are working on it.
Dcully wrote: » So your telling me to prove there is an issue then telling me nobody is denying there is one :eek:
No, I'm saying prove that your diagnosis of what's causing the issue is correct.
Dcully wrote: » I know there is something wrong,are you saying there isnt? I know things are fine my end so it has to be the game,simple concept really. The stack you speak of is netcode,Netcode is in laymans terms how chunks of date are sent to and from the client and server. That includes so many different paramaters as has been said but it all falls under the bracket of netcode so yes it could be anything within this "stack" or netcode. Sparks seems to be the expert,im far from one id like to know if its not netcode then what is causing people to be shot round corners etc? Genuine question. I will say the sheer scale of BF and the many amazing things that happen that remind me of an action movie that happen all the time must be near to impossible to program and keep hit reg etc perfect,it must be nearly impossible. Ive always had a hunch that the BF series will always be lacking compared to smaller scale games in this area,i guess its the price we pay for such scale and diversity all taking place with players from allover the world.
MajesticDonkey wrote: » DICE have confirmed there are netcode issues.
I don't really care what degree you have or how much experience you have, if you can't tell the issues are specifically netcode-related from playing the game, then there's no point in arguing.
Grumpypants wrote: » Basically if you take my connection it is a terrible eircom line that can upload 0.2 bits a second but can't upload and download at the same time without having a heart attack. Then you have someone who has a super fast crisp UPC fiber connection who can upload 50mb a second without any interruptions. What we see has to travel down the line to the server most likely in London (which is kinda far away) and then back again. It is very likely that his will get there first. The game has to balance that so that it is not unplayable. It also has to compute what 62 other players all with different locations, (even different countries) different ISPs, PCs, routers, cabling, wi-fi etc are doing. Then it has to add in a bunch of vehicles driving around the place, every single bullet that is being fired in game is tracked, every building that can be destroyed, every bit of concrete or wood that can break. It has to do this for people all around the world, thousands of KM apart in a fraction of a second. So if once in a while it takes 1/4 of a second to let me know what it has decided I'm ok with that. Even if I have taken a step around a corner.
mozattack wrote: » Riddle me this, what is the difference between the muzzle brake and the compensator (apart from the name)???
MajesticDonkey wrote: » if you can't tell the issues are specifically netcode-related from playing the game, then there's no point in arguing.
Sparks wrote: » The former reduces vertical recoil, the latter horizontal recoil.
Grumpypants wrote: » It also has to compute what 62 other players all with different locations, (even different countries) different ISPs, PCs, routers, cabling, wi-fi etc are doing. Then it has to add in a bunch of vehicles driving around the place, every single bullet that is being fired in game is tracked, every building that can be destroyed, every bit of concrete or wood that can break. It has to do this for people all around the world, thousands of KM apart in a fraction of a second. So if once in a while it takes 1/4 of a second to let me know what it has decided I'm ok with that. Even if I have taken a step around a corner.
ShadowHearth wrote: » And both hit you in accuracy, so stuby grip or potato grip is the best option to compensate for that.
MajesticDonkey wrote: » Except....Battlefield 3 did all this rather well. Battlefield 4 is not doing it well. So what's the problem?
People's internet connections are most definitely NOT the problem.
It is some type of code implementation issue, which is more than likely network related.
Sparks wrote: » BF3 did not do all this well in the beginning, as I recall
Sparks wrote: » Prove that everyone's network connections (and their ISP's and their ISP's backbone links and every other link in that chain) are not the problem? That's not a trivial thing to do...
But they've also changed out the game engine completely, reworked their gameplay and graphics and pretty much everything else; why would you just look at the network code without even thinking of all these other changes?
mozattack wrote: » Thank you.
MajesticDonkey wrote: » Which is fair enough...but it did do it well after a few months. So why not use the same/similar implementation as BF3?
If they've changed the game engine completely from BF3, and the BF3 game engine worked generally well most of the time (regarding "netcode" or network-related code), and now the BF4 game engine does not work well (regarding "netcode" or network-related code), then can we not come to the conclusion that it is the game code that is wrong and not the clients?
You seem to be nitpicking here a small bit, if I'm honest.
Sparks wrote: » How do you know it's not some other part of the BF4 codebase that's not working right? How do you know that it's not the case that the network code is fine but some other component isn't feeding it data correctly or responding to data correctly?
MajesticDonkey wrote: » Well fair enough then, I get what you're saying. But I still think all this crap about players' connections is nitpicking BF4's broken :pac: PS. I just realised your player name is Gun_ie - I believe I knifed you the other night