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NommNom2's avatar
4 years ago
Solved

Input lag

input lag
controlled player fails to switch when button is pressed.
then all of a sudden it changes to a defender who does the actions you wanted your forward to do and the pucks in my net.
same for dekes and what not.

been playing games against ai (squad battles) with double possession time double the shots on goal double hits and still losing by DOUBLE.
my shots arent going where im aiming them.

all due to what i feel is lag.
input delay.
feedback delay idk.
but the game is delayed.

Edit: Moved message to a new thread and updated subject to reflect the issue. -CM

  • This is currently being looked into. Some additional details will help with the investigation. Please submit the following:

    • Console you play on 
    • Gamertag or PSN ID
    • Connection type (wireless or wired)
    • Region
    • Name of ISP
    • Mode(s) the lag is occurring in

    Thank you. 

    EA_Blueberry: Accepting solution for more visibility on the information we're requesting. 

    If you are experiencing input lag or lag in general, we highly recommend going through these steps here prior to posting to ensure all basic troubleshooting has been completed on your end and local network issues are ruled out.

    https://answers.ea.com/t5/Technical-Issues/Experiencing-input-lag-Need-Technical-Help-for-NHL-22-Look-Here/m-p/10781200#M1

605 Replies

  • prospero99c's avatar
    prospero99c
    New Vanguard
    3 years ago

    @EA_Aljo wrote:

    @prospero99c wrote:

     

    1. Hedman never touches the puck, only the stick of Stamkos. Stamkos looses the puck, animation is still the same as having puck possession for a short moment.
    2. Bunting turns and looses the puck. How? I don't know. At least you can see the passing animation without the puck.
    3. Turnover (strange animation at 0:25), Hedman passes to Bunting, he misses the wide open net with his one-timer.
    4. Bunting cross-crease pass to Stamkos, awkward animation, easy save.



    1. You can knock the puck loose by making contact with the stick. This is intended.

    2. Bunting loses the puck from the defender contacting his stick when using DSS.

    3. Incidental contact knocks the puck loose. The defender is in a better position to pick it up.

    4. I'm not seeing an awkward animation. He goes to his backhand for the shot since there wasn't enough time to get into position to receive the puck on his forehand.

    These are not related to the strength of the connection.


    Ok, I disagree but I'll bite. First of all, can you please explain what DSS stands for? And let's assume all this has nothing to do with the connection, I am wondering: Why are you rewarded for bad poke checks? My players are losing the puck even though my opponent never comes close to touching the puck. Is that by design?

  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @prospero99c 

    DSS is the Defensive Skill Stick. That is enabled by holding in RB/R1. Can you point out in your video when the puck is being lost when no one is coming close to it?

  • prospero99c's avatar
    prospero99c
    New Vanguard
    3 years ago

    I'm talking about the stick touching the puck while my players carry the puck, that is not happening in the video. It's what you call incidental contact, so it's all RNG? My players could've kept the puck if the games decides that way?

  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    3 years ago

    @prospero99c 

    I would need to see video of this happening. It shouldn't be unless you're deking without high enough ratings to pull those moves off.

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    I suggest you to read it, it’s really interesting and it helps to understand why there is so many problems with those games under the Frostbite engine.

    Regarding the extreme latency for the menus, it could be explained both because of how Frostbite is designed and the fact developpers are facing an engine that is not well documented (fact mentionned by the above article)!

    Indeed, “The Frostbite Engine is a multiplayer FPS engine. The whole basic architecture is defined around a client-server system. If you want to make a single player game, the engine forces you to do three times more things than necessary You will do more work because the architecture asks you if you want to run such and such thing on the client or on the server. If it runs on the server, the engine will ask you how to manage the latency, how to fix for bad network between clients - what players call netcode. All of these things will get in your way in your implementation phase.

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