Who knows in an international game? That is online gaming for you
Imho, the servers are actually evaluating your internet connection and try to estimate when your “now” occured. And it seems that they are more leniant for people with less good/stable/fast connections. While this may not be so obvious with tanks, it becomes obvious with planes and deflection shooting.
I’ve looked at the network performance using tools and analysers and it’s not just servers. It’s also the biggest elephant in the room.
Like I said, if the servers were located south of the equator, people will experience the same issues and complain of the same problems I am saying.
Maybe I just don’t understand your whole point?
And you did that for both players? You know that? The server talks to you?
Its most likely you not servers. Dont mean to sound rude but how far are you from the main mast or what cable do you have? How much user traffic etc etc.
Just me. It’s easy to assume that other players have less than 110ms latency.
I have a 5GB Ethernet in operation. The entire backbone from my place is fibre optic.
Mine is all hardwired CAT 6 its what I do for a living most days.The variables in Internet are vast.Local connection is the big upset.
Who’s the carrier/internet distributor?
EE which use BT lines
Netcode makes it more complicated.
The clients send data (commands, state, etc.) to the server with timestamps. Notionally, the server reconstructs the order of events, regardless of lag, before judging outcome. Or at least does the best compromise it can. That is why you get things like “ghost shells” and other weirdness.
Where high lag affects the most, is in the delay in client updates which keeps the player from reacting as quickly as a client with low latency.
So the player with low ping will get the shot off faster than slowpoke, even if they fired at the same time or sooner from their perspective.
Not all game engine (Dagor) works that way. Also does the actual game process that information? Where did you get the information?
All multiplayer networked games work that way.
Any online gaming may take a dive at certain times of day if everyone in your area is using the net.No matter what your personal instilation is.Download speed is where hardwire comes into its own.
No. case of multiplayer turn based games. Where are you getting your information from anyway?
Correct. Also, network traffic routing can switch you from high priority traffic to less priority traffic
Is WT a turn based game?
I have an expensive piece of paper that says I know 'puter stuffs.
Go at least read the Wiki on netcode before you try to argue.
All true ,that and a hundred other possibilities.
But you said All multiplayer networked games
You need to re-evaluate that piece of paper and take it to the real world. And NO. Wiki doesn’t tell all about how game netcode works.
The reason I am able to tell is because I work in the industry.
lol. You have a nice day.
Good luck on your re-evaluation
I apparently created a duplicate of this bug topic from a year and a half (lol I wish, it’s been happening since time immemorial) ago! Gee, I wonder… What has been done during this entire time to prevent it so people don’t have to experience it with 50 ping and gigabit connection? It was very thoughtful of the kind moderator who linked this topic to point out that mine was a duplicate, seems to be a common issue! Although I can’t see anyone from Gaijin taking it serious enough to even reply to this one from a year and a half ago, so maybe I shouldn’t be expecting anything soon either… Oh well, maybe they’ll reply to this one to at least acknowledge the issue or… they could just lock this one too because it’s old :)