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  1. #106
    doragon's Avatar Contributor
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    bottleneck is call count of read memory, avg time of render 1 frame is 5 millisec, i gave to someone the solution of reducing desync, maybe he will implement.

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  2. #107
    Jaerin's Avatar Former Staff
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    Gave someone as in someone at GGG? I was playing and the desync seems way worse than I ever remember.

  3. #108
    HvC's Avatar Contributor
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    I'm fairly certain he was talking about the render loop of the HUD lagging because the reads are called in the loop so that boxhighlight is flickering because it doesn't draw at a stable rate.
    Last edited by HvC; 01-30-2015 at 08:44 PM.

  4. #109
    doragon's Avatar Contributor
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    Originally Posted by HvC View Post
    I'm fairly certain he was talking about the render loop of the HUD lagging because the reads are called in the loop so that boxhighlight is flickering because it doesn't draw at a stable rate.
    yep

    about ingame desync, seems they are only on weak pc, weak processor can't handle to many packets from the server. Actually i don't have problem with desync, but have problem with amd graphic card, i have 7970, but still have fps drops, but on geforce weaker one all smooth.

    maybe they have too much money and can't buy cheap slow computer and debug/fix this issue.

  5. #110
    HvC's Avatar Contributor
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    Originally Posted by doragon View Post
    yep

    about ingame desync, seems they are only on weak pc, weak processor can't handle to many packets from the server. Actually i don't have problem with desync, but have problem with amd graphic card, i have 7970, but still have fps drops, but on geforce weaker one all smooth.

    maybe they have too much money and can't buy cheap slow computer and debug/fix this issue.
    I'm 99% sure it's a prediction algorithm issue and they can't do much except start trusting the client more but that'd allow teleport hacks

  6. #111
    doragon's Avatar Contributor
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    Originally Posted by HvC View Post
    it's a prediction algorithm
    this algorithm is using packets, but what will be if client not kept pace with the server (it's server->client sync) as result will be desync.

    e.g in l2 there 3 types of sync server->client, client->server, client<->server and all works corrects without desync but with different bandwith.

  7. #112
    Jaerin's Avatar Former Staff
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    Originally Posted by doragon View Post
    yep

    about ingame desync, seems they are only on weak pc, weak processor can't handle to many packets from the server. Actually i don't have problem with desync, but have problem with amd graphic card, i have 7970, but still have fps drops, but on geforce weaker one all smooth.

    maybe they have too much money and can't buy cheap slow computer and debug/fix this issue.
    Nope I have a 4790k with GTX980 and I consistently get 100+ FPS even in the worst conditions and desync is just horrible. I see it all the time for no apparent reason. I'll just be trying to kill a mob and resync to find it was standing on the otherside of that rock over there the whole time. I just can't believe that it can't detect when things are so out of whack compared to the server. You'd think they could do some crosschecking of mob positions or something and if something is out of sync force it to resync. Instead it seems to go on indefinitely until I hit the /oos key.

  8. #113
    doragon's Avatar Contributor
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    Originally Posted by Jaerin View Post
    4790k with GTX980
    with ssd?

    I use ssd, and ping about 30-40

  9. #114
    HvC's Avatar Contributor
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    Originally Posted by Jaerin View Post
    Nope I have a 4790k with GTX980 and I consistently get 100+ FPS even in the worst conditions and desync is just horrible. I see it all the time for no apparent reason. I'll just be trying to kill a mob and resync to find it was standing on the otherside of that rock over there the whole time. I just can't believe that it can't detect when things are so out of whack compared to the server. You'd think they could do some crosschecking of mob positions or something and if something is out of sync force it to resync. Instead it seems to go on indefinitely until I hit the /oos key.
    They aren't very competant with netcode mind you (eg: /hideout dupe bug)

    Originally Posted by doragon View Post
    with ssd?

    I use ssd, and ping about 30-40
    I don't think file writes would influence desync at all since at that point the game resides in memory.
    Last edited by HvC; 01-30-2015 at 09:40 PM.

  10. #115
    lukasi273's Avatar Member
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    Originally Posted by HvC View Post
    Most likely the draw rate nothing much we can do about it, the more we draw it the more processing power it'd take.
    Gotcha, but how come in the previous version, before the update you pushed today (scrambler changes) it was working perfectly fine?

  11. #116
    HvC's Avatar Contributor
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    Originally Posted by lukasi273 View Post
    Gotcha, but how come in the previous version, before the update you pushed today (scrambler changes) it was working perfectly fine?
    there was a small refactor that might've made drawrate a little more inconsistant, I'll look into making it a bit better.

  12. #117
    doragon's Avatar Contributor
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    Originally Posted by HvC View Post
    I don't think file writes would influence desync at all since at that point the game resides in memory.
    i'm too, but it's all very weird, i have same high top pc, and never felt that i have desync.

  13. #118
    Jaerin's Avatar Former Staff
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    Originally Posted by doragon View Post
    with ssd?

    I use ssd, and ping about 30-40
    Yes Samsung 500Gig EVO 850, my ping time is usually good as well. None of that necessarily spikes when desync is bad.

    It sounds to me like there is a sweet spot probably is what they are shooting for client performance. You have something that is too slow and it may underpredict things in comparison to the server, too fast and it overpredicts. As long as you stay in that sweet spot then things work well.

    With that said a lot of desync has no consequences because if you are covering the screen in mass death it doesn't matter if the mob is here or there because most of the screen would die anyways. It's only when things like line of sight cause things to not die, when on your screen it looks like it should be. You hit /oos and see that the mob you were attempting to kill is actually stuck behind that door. It's desync, but doesn't matter because it didn't kill you. I think when most people bitch about desync it could be any number of things. They predict that a situation should have gone differently, but it didn't, therefore it must be desync. When in reality they were trying to play the game too fast and loose and got caught trying to skate the edge.

  14. #119
    paosho's Avatar Member
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    scrambler is missing? or did you guys remove it?

  15. #120
    HvC's Avatar Contributor
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    Originally Posted by paosho View Post
    scrambler is missing? or did you guys remove it?
    Integrated into the main executable now.

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