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Re: EA Lag Compensation Deep Dive


@OskooI_007 wrote:

I disagree with the statement saying if LOW and HIGH come around a corner at the same time, LOW will see HIGH first. From my experience it's the opposite, HIGH will see LOW first.

Lag compensation favors high ping players in the vast majority of situations. This is due to time syncronization which allows high ping players to time travel further into the future than low ping players.

Essentially this means the server allows HIGH to render more ticks into the future, allowing HIGH to guess what the future might look like. HIGH is essentially shooting LOW from the future.

Time synchronization is the main mechanic behind lag compensation.

https://timonpost.medium.com/game-networking-9-bonus-overwatch-model-4faba078cf05


Exactly right @OskooI_007 !

Lag Compensation is exactly that.  Compensating the lag for the players that have a HIGH latency, so they still can play in an environment with LOW latency players.  And it is all the other enemy players with LOWer latency that pays the price for it!   Exactly because the lag compensation is artificially placing the HIGH latency players onto the screen of the LOW latency players, all without absolute certainty that they actually are indeed at that location.  Result is that the LOW latency players are shooting at a fata morgana of the HIGH latency players, while they in reality may be somewhere else.

While the opposite is not the case to the same degree for the HIGH latency players, as the LOW latency player locations will always be more true to reality of the physical gameplay of the players.  LOW latency players have a low latency before their true location is confirmed and hence where they are shown to be by server to other players in the game is closer to the true position when the lag compensation/game mechanic calculus have been completed and damage/kills are being determined.

EA tech team is trying to make it sound sweet and good, but fact is that HIGH latency players are making the gaming experience poor for the LOW latency players.  And EA knows this very well, reason why we have not had any player PING score now in the last many games, as EA runs the server parks cheap, so we are bundled up with other HIGH latency far out of region players to play on the same single server box.

We had the option on Community run servers in the past to set a max latency threshold for players to join/not get kicked.  And it was a true delight to play on those!

I ran a survey 1-2 years back to hear the sentiment here on this BF forum across players what latency level they found acceptable to play with enemies on.  The hard stop came already around 80 to max 100ms.  And especially the PC gamers (who knows and played with this option the longest) were the hardest judges on this term.  While console gamers tended to be ok with latencies upwards to max 140-160ms. 

Current state in BF2042 is terrible.  No other word to describe it.  But also driven by the fact that there are simply no longer enough players around to make servers viable across all world regions.  (though one could argue this was exact reason for bringing in the AI soldiers...).  So fact is that we (like me here in Europe with a latency of 16-22ms to European servers) are typically playing with players also joining from e.g. South America and Japan, despite their latencies are up in the 600-1,200 ms range on our European servers.

Good luck to the Lag Compensation to make that look pretty...

Because it ain't !

5 Replies

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  • OskooI_007's avatar
    OskooI_007
    Seasoned Ace
    4 years ago

    @RayD_O1 I agree with everything you said. Lag compensation basically comes down to high ping players being able to run around corners and shoot you before you can even see them.


    This is possible because they're actually running a few footsteps ahead of where you see them on your screen.

  • The big trouble with lag compensation is the time given before the server starts to deny hits on the low ping player, if this is kept low it’s not much of an issue because you hardly feel it.

    The problem starts to get a lot worse when you have poor server coverage and have to give high ping players a longer time to kill before the server starts to deny hits and that’s why it’s got worse due to low player counts thus meaning turning  servers off.

  • CyberDyme's avatar
    CyberDyme
    4 years ago

    @emerson1975 wrote:

    The big trouble with lag compensation is the time given before the server starts to deny hits on the low ping player, if this is kept low it’s not much of an issue because you hardly feel it.

    The problem starts to get a lot worse when you have poor server coverage and have to give high ping players a longer time to kill before the server starts to deny hits and that’s why it’s got worse due to low player counts thus meaning turning  servers off.


    Exactly right @emerson1975 ,

    If EA had enforced a max latency threshold on the HIGH latency players that the game would max compensate for, then instead it would have been a discussion about where that threshold then should be set.

    Fact is however when messaging exchanging with the HIGH latency far out of region players I have observed in the game here on European servers, we have players with up around 1,400-1,800 ms of latency.  So for me to get hitmarkers on them in the game, do I honestly need to aim like 1.5-2.0 seconds ahead of them where I would think there now are versus the image I see of them in the game???

    For what we observe factually in the game right now is that these HIGH latency players do not have any limitations to getting their shots registered when shooting at the easy pray LOW latency players.  Honestly zero incentives currently for the poorly connected players to get their internet connections optimized and/or connect to local servers instead. 

    Right now it is the players who cares about good and fair gaming with decent internet lines to their own regional servers that pays the price of having terrible poor gaming experiences when EA caters to the HIGH latency players like this.

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