I've noticed that when testing custom map multiplayer over Battle.net, it introduces a fairly significant amount of delay that causes control delay and other sync issues. Has anyone else noticed this problem when testing on Battle.net?
I'm hoping this is due to the way you have to "hack" custom maps into working on Battle.net, and the fact that Battle.net is still in beta, because if that isn't the case, it's going to make multiplayer maps that require precise movement nearly impossible to play on Battle.net.
Yes, I have noticed this. Bnet has a mandated minimum latency that has very adverse affects to people making keypress input games. I've had to heavily tune my engine to make it as playable as possible on Bnet, with marginal success.
Hopefully Blizzard scales back the minimum latency, iirc it's currently at an outrageously high 150-200 m/s or something.
Well, that's a bad news.
We know that:
1) It's been like this in WC3 again (more coding errors that Blizzard repeats).
2) It's like this right now.
3) There's a warning in the GUI to only use keystroke events if it's necessary as they cause mucho net traffic.
That definately doesn't sound good.. but if Blizz wants to keep their promise of giving us a powerful tool to work with, then they'll have to change that.
In the big scheme of things, a 350ms delay is not very significant. Yes, most people could probably drop to at most 200ms, but statistically, Blizzard has to make sure that almost all people can play, not most people. Keep in mind, this isn't like WoW. In WoW, if you lagged behind, nothing bad would happen to the other people in the game. You'd just jump around like an idiot. In SC2, all of the data and gamestate has to be synchronized every 350ms (tickrate). (It's actually done through deltas, but we'll ignore that for simplicity) If the data isn't synchronized in that time, EVERYONE gets an ugly screen that says someone is lagging.
Some people say that you could probably drop it down to even 100ms, which is kind of silly. Even on WoW pings are most often like 120ms, not 100ms or lower. Yes, some people do have great connections but most are in the 100-200ms range with spikes every so often higher. Also, WoW is from your residential connection to a server in a datacenter with excellent connectivity. In SC2, you're connecting to yet another residential connection which has it's own host of problems. There are bound to be spikes into the 250ms range at least, and this doesn't even take into account the people that have background apps running.
In summary: this is NOT a result of poor coding. It's one of line of code that says to update every 350ms, and it's there for a reason. That said, I wish we could do 200ms. :P
I've noticed that when testing custom map multiplayer over Battle.net, it introduces a fairly significant amount of delay that causes control delay and other sync issues. Has anyone else noticed this problem when testing on Battle.net?
I'm hoping this is due to the way you have to "hack" custom maps into working on Battle.net, and the fact that Battle.net is still in beta, because if that isn't the case, it's going to make multiplayer maps that require precise movement nearly impossible to play on Battle.net.
@SprkFade: Go
Yes, I have noticed this. Bnet has a mandated minimum latency that has very adverse affects to people making keypress input games. I've had to heavily tune my engine to make it as playable as possible on Bnet, with marginal success.
Hopefully Blizzard scales back the minimum latency, iirc it's currently at an outrageously high 150-200 m/s or something.
@NoRoo: Go
as this is beta im 100% sure we will be getting better connections all around once the game is released.
In the big scheme of things, a 350ms delay is not very significant. Yes, most people could probably drop to at most 200ms, but statistically, Blizzard has to make sure that almost all people can play, not most people. Keep in mind, this isn't like WoW. In WoW, if you lagged behind, nothing bad would happen to the other people in the game. You'd just jump around like an idiot. In SC2, all of the data and gamestate has to be synchronized every 350ms (tickrate). (It's actually done through deltas, but we'll ignore that for simplicity) If the data isn't synchronized in that time, EVERYONE gets an ugly screen that says someone is lagging.
Some people say that you could probably drop it down to even 100ms, which is kind of silly. Even on WoW pings are most often like 120ms, not 100ms or lower. Yes, some people do have great connections but most are in the 100-200ms range with spikes every so often higher. Also, WoW is from your residential connection to a server in a datacenter with excellent connectivity. In SC2, you're connecting to yet another residential connection which has it's own host of problems. There are bound to be spikes into the 250ms range at least, and this doesn't even take into account the people that have background apps running.
In summary: this is NOT a result of poor coding. It's one of line of code that says to update every 350ms, and it's there for a reason. That said, I wish we could do 200ms. :P
@MotiveMe: Go
So uh, i guess 10 people moving with WASD isn't going to work then? ...shit.