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Excellent Video Detailing Why You're Lagging

Prev1
http://youtu.be/tAU5bIalbnc

Skip to about the 6:15 mark. You will understand why you're lagging.

In about 60 seconds you will learn and identify what we've all know to be an issue that's simply not getting resolved until they add more servers.

Additionally, in about 60 seconds ( still from the 6minute mark ) you will be better informed and have less questions, then when that ea server dev came in to spout a whole bunch of nothing in the thread titled "EASHL CONNECTIONS "

let's say they come out and say, "we do have enough servers ." Then we are allowed to question truly how competent these people are involved in necode becuase Lag has been a problem since next gen was introduced for NHL.

The game NHL 17 is not a fair game. It is not deserving of $60.... $40....or even $20 becuase of the **** poor servers and/or netcode.

Replies

  • Next year, they'll release NHL18 for the same price, ppl will buy it and complain all-over again.
  • BoboFloggins
    2170 posts Member
    edited February 2017
    yeah I've spun my wheels on this for quite a while, doing testing and capturing data.

    I have concluded that if you are on the coasts and get bumped to a game server on an opposite coast, you are potentially at a disadvantage if players on the other team are geographically located closer to the chosen dedicated server / host.

    yes, it seems that the increase of ~30 ms is enough to cause the wonkyness that I see sometimes: the missed passes, the bad goal tending, the "what is the AI on" the wonky skating and so on....

    why this is more prevalent now over old gen.... only EA can answer that for sure but I suspect new gen inputs and / or the process of getting from the 1's and 0's of the physical layer (OSI model) simply are more complex or take longer to unpack to the application layer?????????????

    but basically I'm kinda done with the whole topic after the EA network guy dropped in. I've spent hours working with folks here eliminating their internet or LAN as a potential culprit. I've written dissertations on the topic and the bottom line to me is, yeah, I don't see these wonky issues (skating or otherwise) when I am on the east server seeing ~12 ms. I see them when I am on the west at ~42 ms.

    ~30 ms difference in the telecom DATA world is nothing.

    ~30 ms difference in the VoIP world is usually nothing.... if you stay under ~ 200 ms. Heck, you can get RTP VoIP to work even at higher latency.

    ~30 in this game, there is a difference that I see.

    If you had a server / CDN in the midwest, yes the times would increase in comparison to the server you are closer to, but the big issues to me being 1) the inconsistency and 2) the ADVANTAGE would potentially be mitigated.

    could there be other issues or something else? yes, of course.

    could users have more than one issue impacting their experience on top of getting bounced to a less than optimal server? yes.

    I want to close with that the impact I see is NOT a massive input delay.... it's just sluggishness.... a minor delay I suspect and, yeah, that's enough to impact and give an advantage.

    just my two cents.
  • yeah I've spun my wheels on this for quite a while, doing testing and capturing data.

    I have concluded that if you are on the coasts and get bumped to a game server on an opposite coast, you are potentially at a disadvantage if players on the other team are geographically located closer to the chosen dedicated server / host.

    yes, it seems that the increase of ~30 ms is enough to cause the wonkyness that I see sometimes: the missed passes, the bad goal tending, the "what is the AI on" the wonky skating and so on....

    why this is more prevalent now over old gen.... only EA can answer that for sure but I suspect new gen inputs and / or the process of getting from the 1's and 0's of the physical layer (OSI model) simply are more complex or take longer to unpack to the application layer?????????????

    but basically I'm kinda done with the whole topic after the EA network guy dropped in. I've spent hours working with folks here eliminating their internet or LAN as a potential culprit. I've written dissertations on the topic and the bottom line to me is, yeah, I don't see these wonky issues (skating or otherwise) when I am on the east server seeing ~12 ms. I see them when I am on the west at ~42 ms.

    ~30 ms difference in the telecom DATA world is nothing.

    ~30 ms difference in the VoIP world is usually nothing.... if you stay under ~ 200 ms. Heck, you can get RTP VoIP to work even at higher latency.

    ~30 in this game, there is a difference that I see.

    If you had a server / CDN in the midwest, yes the times would increase in comparison to the server you are closer to, but the big issues to me being 1) the inconsistency and 2) the ADVANTAGE would potentially be mitigated.

    could there be other issues or something else? yes, of course.

    could users have more than one issue impacting their experience on top of getting bounced to a less than optimal server? yes.

    I want to close with that the impact I see is NOT a massive input delay.... it's just sluggishness.... a minor delay I suspect and, yeah, that's enough to impact and give an advantage.

    just my two cents.
    Ya man,I pretty much have the exact same story.
    45-55 ms when I'm on a east server(sluggish and wonky play)
    12-15 ms when on the west server(smooth play)
  • Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....
  • There is nothing accurate about those readings in nhl. No one has 10-12 RTT latency to ea's servers.

    But yes agree this game handles even the slightest lag worse than any game ever.

    Oh and this video is useful to... No one ever
  • So what do we do? Its a tease when your getting great games
  • yeah I've spun my wheels on this for quite a while, doing testing and capturing data.

    I have concluded that if you are on the coasts and get bumped to a game server on an opposite coast, you are potentially at a disadvantage if players on the other team are geographically located closer to the chosen dedicated server / host.

    yes, it seems that the increase of ~30 ms is enough to cause the wonkyness that I see sometimes: the missed passes, the bad goal tending, the "what is the AI on" the wonky skating and so on....

    why this is more prevalent now over old gen.... only EA can answer that for sure but I suspect new gen inputs and / or the process of getting from the 1's and 0's of the physical layer (OSI model) simply are more complex or take longer to unpack to the application layer?????????????

    but basically I'm kinda done with the whole topic after the EA network guy dropped in. I've spent hours working with folks here eliminating their internet or LAN as a potential culprit. I've written dissertations on the topic and the bottom line to me is, yeah, I don't see these wonky issues (skating or otherwise) when I am on the east server seeing ~12 ms. I see them when I am on the west at ~42 ms.

    ~30 ms difference in the telecom DATA world is nothing.

    ~30 ms difference in the VoIP world is usually nothing.... if you stay under ~ 200 ms. Heck, you can get RTP VoIP to work even at higher latency.

    ~30 in this game, there is a difference that I see.

    If you had a server / CDN in the midwest, yes the times would increase in comparison to the server you are closer to, but the big issues to me being 1) the inconsistency and 2) the ADVANTAGE would potentially be mitigated.

    could there be other issues or something else? yes, of course.

    could users have more than one issue impacting their experience on top of getting bounced to a less than optimal server? yes.

    I want to close with that the impact I see is NOT a massive input delay.... it's just sluggishness.... a minor delay I suspect and, yeah, that's enough to impact and give an advantage.

    just my two cents.

    Agreed. After we pushed and held our breath for the EA Online producer, I can say that your ending conclusion and the overall consensus is on point. NO need to be a preacher on the street, anymore, to the uninitiated novices that are constantly fumbling the same issues over and over and over again.
  • KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Oh please. 64 vs 64 with destructible environments. Think that has less calculations than garbage physics on a puck??
  • KoryDub wrote: »
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Oh please. 64 vs 64 with destructible environments. Think that has less calculations than garbage physics on a puck??

    This again? Get over it already - FPS and Hockey are different. That discussion is over. If you want to keep debating and arguing over that, then head elsewhere to do it.



    I'll get over it when this bum company finds a solution for everyone. If YOU want to argue that, you go elsewhere. Have a good day.
  • kezz123
    653 posts Member
    Whatever they are doing, I get the fat man lag and "ice tilt" issues of not being able to poke or hit or pass vs opponents that can do so godlike very often against people from QC who are literally 20mins to 2hours drive from where i live.

    So the issue is not just with west vs east coast.
  • usaalltheway1
    129 posts Member
    edited March 2017
    *EDIT- **@kezz123 is also right. Struggle mightily against QC as well


    Lol. Minor sluggishness?

    Try playing D on West coast , constantly getting put on an East server and deal with tps.


    I want to play NHL. I WANT TO. I CANT. I have been banging my head against the wall trying. To play during the day and just cant . If you look at my play times , they have decreased SIGNIFICANTLY.

    I now resort to waiting until like 11pm (pacific time ) just to get a couple of games.

    Forwards are so dam easy to handle this year , the only **** thing I go up against and beats me on a consistent basis is my own dam self

    Meaning : THE **** LAG.

  • kezz123
    653 posts Member
    edited March 2017
    KoryDub wrote: »
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Oh please. 64 vs 64 with destructible environments. Think that has less calculations than garbage physics on a puck??

    This again? Get over it already - FPS and Hockey are different. That discussion is over. If you want to keep debating and arguing over that, then head elsewhere to do it.



    Kory,

    thats a pretty shortsighted approach. FPS and NHL game are not that different. Unless you can show me credentials that make you an expert on online connectivity and netcode, can you really say that your statement is 100% correct? Would you put your next 10 paychecks behind your statement as in you are 100% confident that you are right and that this is so different that it does not apply? Of course you wouldnt. So why tell people that this discussion is over and to go elsewhere?

    If you knew the amount of times I proved "wiz" wrong when they told me something was impossible in the IT industry because they were shortsighted....youd be shocked. its why I got promoted nonstop without even applying for the darn positions I was being promoted to.

    If I worked at EA (not asking to), I am the type of person who would dig and dig until I figured out the issue. Now, getting it resolved is another matter. Maybe the fix cost them millions that they arent willing to invest. but I would know the cause at least.

    All that to say, its frustrating enough to see the issue, know the issue, experience the issue and having to report the issue over and over and 1000 different ways to try and get some responses....the last thing people need is some mod telling them to take a hike when they are talking about a REAL problem.

    There is nothing wrong with this discussion. The only post that seems wrong is the post from a mod who is attacking and chastising users for having an opinion he disagrees with and trying to impose his opinion as fact.
  • kezz123
    653 posts Member
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Can you provide references to articles from trusted sources in the field of expertise who explain this? or perhaps your own credentials?
  • kezz123 wrote: »
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Can you provide references to articles from trusted sources in the field of expertise who explain this? or perhaps your own credentials?

    Already have.

    In other threads.

    Over and over again.

    I understand the frustration, but it is apples and oranges.
  • https://youtu.be/tAU5bIalbnc?t=3m1s

    at 3 mins he talks about "lag compensation" and that scenario is what I have referenced a few times when talking about "flow control" methods.

    few people had questions about it and I like this guy's simple and direct descriptions.
  • Bmh245
    905 posts Member
    Amazing to hear you guys talk about how 45-55ms of ping throws the game off, considering that in HUT, anything under 50 is considered (by EA, and by users) Good, and it's very common -- as in it happens every other game or so -- to have regular spikes above 70. (I "played" a game two days ago in which the highest ping rate was 500ms -- a full half-second.) I'm playing on a 200/20 hardwired line whose ping to Microsoft's servers (3000 miles away) never varies by more than a few ms, and I live in the most populous city in America. Yet because of EA's crappy matchmaking and even poorer netcode, I have a genuinely clean, lag-free experience maybe a third of the time.

    The fact that EA continues to rely on a P2P model for its 1v1 modes, even though this guarantees a level of lag that makes the game play badly, is yet another sign of its essential indifference to the actual experience of users.
  • kezz123
    653 posts Member
    kezz123 wrote: »
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Can you provide references to articles from trusted sources in the field of expertise who explain this? or perhaps your own credentials?

    Already have.

    In other threads.

    Over and over again.

    I understand the frustration, but it is apples and oranges.

    Lag is lag
    NHL is experiencing a form of lag that kills the gameplay
    Lag in fps kill the game
    Apples to apples.

    Anyways, you can use games like rocket league as reference or what about mobas? i mean, at some point you are just fishing for excuses to dismiss the problem. Im not sure why though?>
  • kezz123 wrote: »
    kezz123 wrote: »
    KoryDub wrote: »
    Funny when I consider that on pc a few years back, anything under 90ms for ping was MORE than playable. It was in fact, still pretty smooth. NHL you get gimped at even 15ms....

    Quake, Unreal Tournament... etc do not require the calculations used in hockey. Apples/Oranges.

    Can you provide references to articles from trusted sources in the field of expertise who explain this? or perhaps your own credentials?

    Already have.

    In other threads.

    Over and over again.

    I understand the frustration, but it is apples and oranges.

    Lag is lag
    NHL is experiencing a form of lag that kills the gameplay
    Lag in fps kill the game
    Apples to apples.

    Anyways, you can use games like rocket league as reference or what about mobas? i mean, at some point you are just fishing for excuses to dismiss the problem. Im not sure why though?>

    yes, to the end user I get it - "lag is lag".

    however, comparing this game to FPS is not apples / apples.

    FPS can use methods such as histscans, cones... basically ray cast. With that you can get client side predictability that enables you to mitigate the impact of less than desirable latency.

    using these methods (i.e. ray cast) you can use simple math to calculate whether or not you hit the target and it's linear. so, on the client side, you can predict if you hit the target or not and trigger animation or impacts of the event on the client side.

    in this game, hockey, you have up to 12 consoles + 1 object that is supposed to be impacted in a natural way by physics and it's path is supposed to not be predetermined... meaning non-linear.

    all that information has to be exchanged, in sync, with up to 12 consoles.

    with all the the animations, the moves upon moves both offensively and defensively... all these moves from stick lifts to stick sweeps in what direction to what degree did it hit the random object if so what path should it take and on and on and on, I would imagine that client side predictability for this hockey game would either be minimal when compared to FPS or non-existent.
  • Bmh245 wrote: »
    Amazing to hear you guys talk about how 45-55ms of ping throws the game off, considering that in HUT, anything under 50 is considered (by EA, and by users) Good, and it's very common -- as in it happens every other game or so -- to have regular spikes above 70. (I "played" a game two days ago in which the highest ping rate was 500ms -- a full half-second.) I'm playing on a 200/20 hardwired line whose ping to Microsoft's servers (3000 miles away) never varies by more than a few ms, and I live in the most populous city in America. Yet because of EA's **** matchmaking and even poorer netcode, I have a genuinely clean, lag-free experience maybe a third of the time.

    The fact that EA continues to rely on a P2P model for its 1v1 modes, even though this guarantees a level of lag that makes the game play badly, is yet another sign of its essential indifference to the actual experience of users.

    That's because whatever the network monitor is measuring in EASHL is not accurate to the experience at all. If I truly had 11ms lag on the west coast, I'd never have a complaint. Either I don't have the number they claim I have or something else is going on.

    The 40 ms I experience on the east coast is noticable, but still usually playable. But whatever is causing my issues on the west coast server make the game unplayable most of the time.
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