Forum Discussion
39 Replies
- OskooI_0074 years agoSeasoned Ace
I've noticed most people posting videos in this thread have really low ping times. @LlamaWithKatana has a 18 ping in the video above.
From my testing, having a low ping in Battlefield is a disadvantage because it reduces your reaction time.
A ping slightly higher than 100ms seems to be the sweet spot for lag compensation in Battlefield. 110ms is about perfect.
110ms ping causes the server to teleport you 92ms into the future due to lag compensation. (110ms - 18ms = 92ms time travel into the future)
Obviously a 92ms advantage in reaction time is massive. It should be noted this high ping advantage only applies while moving. For example, a 110ms high ping player coming around a corner will see a 18ms low ping player first and start shooting before the low ping player even sees them.
@OskooI_007 wrote:I've noticed most people posting videos in this thread have really low ping times. @LlamaWithKatana has a 18 ping in the video above.
From my testing, having a low ping in Battlefield is a disadvantage because it reduces your reaction time.
A ping slightly higher than 100ms seems to be the sweet spot for lag compensation in Battlefield. 110ms is about perfect.
110ms ping causes the server to teleport you 92ms into the future due to lag compensation. (110ms - 18ms = 92ms time travel into the future)
Obviously a 92ms advantage in reaction time is massive. It should be noted this high ping advantage only applies while moving. For example, a 110ms high ping player coming around a corner will see a 18ms low ping player first and start shooting before the low ping player even sees them.
Good post, that helps to explain a lot.
- LlamaWithKatana4 years agoSeasoned Ace
@TeiIzeitREKTor yep. Few hours from Frankfurt actually.
@OskooI_007 usually 18 is high-ish for me. I can have 10-12 really. Guess it is time for VPN now because at this point game just feels inconsistent.
Also, ReLive screwed me and didn't record the moment where I was deleted in a split second. But well, I can't show it so feel free to say it never happened.
- OskooI_0074 years agoSeasoned Ace
Clumsy works too. Just set it to all sending packets.
- RMEChief4 years agoLegend
Bf2042 also has a tick rate of 45hz, which is equivalent to an update every 22ms. So if you are below a 22ms ping, it is even worse for for you.
- LlamaWithKatana4 years agoSeasoned Ace@Adamonic ain't it 60Hz for a long time?
- RMEChief4 years agoLegend@LlamaWithKatana yep but only for PC, consoles were 30, but now with so much crossplay, they got lazy and went 45 effectively neutering PCs with low pings.
- LlamaWithKatana4 years agoSeasoned Ace@Adamonic oh wow.
Ok google how to clog bandwidth. - RMEChief4 years agoLegend
@LlamaWithKatana
You can try messing around with your Network Throttling Index.
Regedit:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile
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.
- TeiIzeitREKTor4 years agoSeasoned Hotshot
Friends, the thing is that EA/DICE is just ignoring us here.
- RMEChief4 years agoLegend
If you have the net stats activated (a good idea), with the bar at the top you can see your ping and time nudge (TN). If your time nudge is over 20ms, just quit. Anything at 20 or over is a terrible gaming experience.
I just had a few rounds where the TN was higher than my ping, wtf. - DigitalHype4 years agoSeasoned Ace
Oh. Time Nudge! Thanks. I commented in your other thread, asking what TN was. So it's latency compensation when there is differential delay on server updates between clients. This is exactly why we used to have server ping limits back when DICE gave us real server control.
- LlamaWithKatana4 years agoSeasoned Ace
@Adamonic wrote:@LlamaWithKatana
You can try messing around with your Network Throttling Index.
Regedit:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile
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.
- TeiIzeitREKTor4 years agoSeasoned Hotshot
TN = 8
Ping = 14
Unplayable (like 1-Shot)
I'm fed up with this s**t.
- RMEChief4 years agoLegend@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.
- ATFGunr4 years agoLegend@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.
- OskooI_0074 years agoSeasoned Ace
*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.
- LlamaWithKatana4 years agoSeasoned Ace@RayD_O1 before we figure out cheapest VPN with split tunneling to have adequate experience in the game?
- GrizzGolf4 years agoSeasoned Ace
@OskooI_007 wrote: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
- Sc0tch_Whiskey4 years agoSeasoned Ace
3 known issues added to #Battlefield2042's fix list 🐛
🔸 Irish's APS-36 Shootdown Sentinel cannot block Lis' G-84 TGM.
🔸 XP indicator shows 0/0 in the game menu.
🔸 Match round start cinematic: Some players immediately crash into the ground/objects if deploying with aircraft.
So happy they put there focus on these and specially the 0/0 in game menu issue and not hitreg and stuttering. Thank you Dice!!!! - RMEChief4 years agoLegend
It still feels like my bullets are made of rubber. I had to switch to a weapon with a bigger mag so I can at least kill 2 players with one clip before having to reload. That has helped, but man, why should it take me that many rounds (with hit markers) to take someone down when I am dead almost instantly when shot at?
- RaginSam4 years agoSeasoned Ace
@AdamonicI always run an extend mag because of the hit reg. You have to use first half of it to "find" their hit box at times.
It also seems like the bullet velocity isn't consistent and at times when firing in full auto the gun will sputter.
- Sc0tch_Whiskey4 years agoSeasoned Ace@RaginSam Just had a match and it was the worst ever. I couldn’t kill a player if I was two inches away. When will a true dev fix this if there is any left for this game!
- TeiIzeitREKTor4 years agoSeasoned Hotshot
150 ms in other games: Catastrophe
150 ms in BF2042: It's starting to get playable
How can DICE employees sleep at night?
Played: ~40% of the round
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