Change NetworkThrottlingIndex value to a higher value equivalent to the ping you are trying to replicate. It may not impact your actual ping, but it should throttle packets and in and out like you have that ping. I think it defaults to 10. I just tried 20, going to bump mine up to 40, then 60, etc until I find a sweet spot.
My ping is constantly 20 or less, but with the tick rate, I don't think I am impacting anything below 22.2.
I would prefer more split tunneling style to not hinder the rest. But thanks for advise.
@TeiIzeitREKTor Damn, so it has to be the low ping. Anything under 22.2ms and you are hosed. The tick rate is 45hz (22.2ms) so any ping under puts you at a disadvantage regardless of the TN.
@Adamonic I’ve never had a ping lower than 27 to west coast servers, 79 to central US (Chicago), and Sunday night (Jul 10) I had the absolute worst experience over 3 games that I’ve had to date. I’ve experienced bad latency before, but this was a whole new world of BS, I quit out and restarted, cleared cache, still had the same awful lag. Both visual and hit reg related. It felt like I was almost a second behind the action. PC player, fibre connection, 100 mbs on speed test at same time (I checked). If it’s not me, then it’s them and for the first time I thought about walking away. I shut it down with out any more multiplayer. Will try again, but how many more times can I hope for that one good session mixed in with so many garbage ones.
*edit* I was wrong about time nudge being the same thing as extrapolation offset. Everything written below about extrapolation offset still applies to BF4-BFV and 2042, but time nudge and extrapolation offset are not the same thing. Read more about time nudge here.
Time nudge is called extrapolation offset in older Battlefields and is how many milliseconds the client is buffering data being sent to it from the server. So it's a buffer/delay on data you're receiving from the server.
The buffer's function is so clients can interpolate player movement. Interpolation smooths player movement by comparing a player's location at tick 1 with their updated location at tick 2, and then filling in the movement blanks (ie interpolating movement between two location points).
For example, if an enemy is standing on the left side of a tree for tick 1, and then is standing on the right side of the tree for tick 2. Without interpolation he will instantly teleport from the left side of the tree to the right. Interpolation fills in the movement blanks between those two locations.
So you need two location points for interpolation to work. That's where time nudge comes in. The client buffers around 1 tick of received data to help smooth out any network errors that may occur like packet loss.
If the packets you're receiving from the server are arriving out-of-order due to packet loss, the client (your console or pc) will increase time nudge in order to buffer more incoming packets in an attempt to have more time to rearrange everything in the right order and play it back smoothly using interpolation.
Hope that made sense. 🙂
Extrapolation comes into play when packet loss becomes heavy and there is no longer two back-to-back ticks for the client to interpolate with. The client is forced to extrapolate using only the last known direction and speed of the moving object or player. Which is bad, we want interpolation not extrapolation because interpolation is way more accurate.
Hence, 'time nudge / extrapolation offset' is how much incoming data is buffered for interpolation. If that buffer runs out then extrapolation kicks in. The buffer is usually a little under one network tick for a stable connection.
Here you can see a nice stable connection and 'time nudge / extrapolation offset' is 15ms. A little under the 16ms tick rate of the 60Hz server. Also note the 1ms network variation, aka ping time fluctuation.
This picture shows packet loss and a network variation of 40ms. Notice the high 77ms extrapolation offset buffer. It's attempting to buffer 77ms worth of packets in order to have enough time to put out-of-order packets into the correct order so interpolation will work. So really it's a 77ms interpolation buffer.
@ATFGunr wrote: @AdamonicI’ve never had a ping lower than 27 to west coast servers, 79 to central US (Chicago), and Sunday night (Jul 10) I had the absolute worst experience over 3 games that I’ve had to date. I’ve experienced bad latency before, but this was a whole new world of BS, I quit out and restarted, cleared cache, still had the same awful lag. Both visual and hit reg related. It felt like I was almost a second behind the action. PC player, fibre connection, 100 mbs on speed test at same time (I checked). If it’s not me, then it’s them and for the first time I thought about walking away. I shut it down with out any more multiplayer. Will try again, but how many more times can I hope for that one good session mixed in with so many garbage ones.
This definitely needs addressing asap before it drives more players away from BF2042, it's literally the last thing this game needs at this stage.
Time nudge is called extrapolation offset in older Battlefields and is how many milliseconds the client is buffering data being sent to it from the server. So it's a buffer/delay on data you're receiving from the server.
The buffer's function is so clients can interpolate player movement. Interpolation smooths player movement by comparing a player's location at tick 1 with their updated location at tick 2, and then filling in the movement blanks (ie interpolating movement between two location points).
For example, if an enemy is standing on the left side of a tree for tick 1, and then is standing on the right side of the tree for tick 2. Without interpolation he will instantly teleport from the left side of the tree to the right. Interpolation fills in the movement blanks between those two locations.
So you need two location points for interpolation to work. That's where time nudge comes in. The client buffers around 1 tick of received data to help smooth out any network errors that may occur like packet loss. Really it's more to smooth out-of-order packets due to ping time fluctuations.
If the packets you're receiving from the server are arriving out-of-order due to ping time fluctuations, the client (your console or pc) will increase time nudge in order to buffer more incoming packets in an attempt to have more time to rearrange everything in the right order and play it back smoothly using interpolation.
Hope that made sense. 🙂
Extrapolation comes into play when packet loss becomes heavy and there is no longer two back-to-back ticks for the client to interpolate with. The client is forced to extrapolate using only the last known direction and speed of the moving object or player. Which is bad, we want interpolation not extrapolation because interpolation is way more accurate.
Hence, 'time nudge / extrapolation offset' is how much incoming data is buffered for interpolation. If that buffer runs out then extrapolation kicks in. The buffer is usually a little under one network tick for a stable connection.
Here you can see a nice stable connection and 'time nudge / extrapolation offset' is 15ms. A little under the 16ms tick rate of the 60Hz server. Also note the 1ms network variation, aka ping time fluctuation.
This picture shows packet loss and a network variation of 40ms. Notice the high 77ms extrapolation offset buffer. It's attempting to buffer 77ms worth of packets in order to have enough time to put out-of-order packets into the correct order so interpolation will work. So really it's a 77ms interpolation buffer.
BF1 is so beautiful
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