Forum Discussion
Sorry @carsono311 ,
I will politely have to disagree with regards to playing a FPS game like the BF2042 over WiFi or 3G/4G !
Your claim is valid @carsono311 , that more and more games are working perfectly fine on mobile, through WiFi and 3G/4G. But the distinct difference is here that those games are made specifically with the severe communication protocol weaknesses in mind that are directly linked to the WiFi and 3G/4G data protocols.
Why do you think that a special group is established within EA to make a specific BF version for the mobile device world? If you now think its perfectly fine anyway to play the full BF2042 game on the same network infrastructure? Aka there is no insurance of that packages are received and then ordered into correct sequence upon arrival. And the assigned data buffers are proportionally small and drop the previous packages upon receiving newer ones when buffer maxes out. Resulting in severe rubberbanding and missing hit registrations!
For doing your emails, browsing internet pages, watching NetFlix etc is all absolutely perfectly fine through those data protocols. As all those applications are not time critical in same way and also have built in many seconds of data buffering to restore the full stream in correct data packat order before projecting to the user. But for FPS purpose, absolutely not OK.
I am OK that technology improves every single day. And one day it will work sufficiently well also for gaming like BF2042. But as of today, we are still not there. And I do have empathy for the folks not having access potentially to a local wired ISP connection to their location. Matter of fact is though, the gaming experience, especially for all their counterpart enemies in the game is poor as a result. So can it work in some few exceptional cases, yes probably yes. Is it the norm to work well. No, far from it.
Seeing the player's latency, variation and packet loss on the scoreboard should in any case be an absolute must-have in BF2042.
And I would prefer to let the hard data be the decider if any player is adequately connected to play on a given server. And there I dont care about how they are connected. Aka I also recognize that also wired connections can at times be terrible poor, so reason why I recommend EA enables the judgement to be objectively data driven.
@CyberDyme wrote:... Aka there is no insurance of that packages are received and then ordered into correct sequence upon arrival. And the assigned data buffers are proportionally small and drop the previous packages upon receiving newer ones when buffer maxes out. Resulting in severe rubberbanding and missing hit registrations! ...
I must again point out the error detection and correction capabilities of TCP/IP:
https://en.wikipedia.org/wiki/Error_detection_and_correction
Applications -> Internet
The packets should be processed at such a rate to make a buffer unnecessary. If anything a buffer would be the culprit for increases in latency or "lag".
I think ultimately, we are in agreement that gaming over wireless networks is certainly possible and even competitive with wired connections, but overall not as reliable due to a variety of factors.