Rubberbanding Thread (Lag caused by players joining game)

I can feel the syncing on any server if players join. Yes on some its bigger, on others smaller, but definitely feelable across all pings.

Definitely not a connection issue. As were many connection issues issues with the cloud providers in the past anyway.

 

Having a more async data update for new joined players is fiddling work, but it could fix it, especially since new joined players have time to get the instance state data anyway; preparing the slots of data beforehand also allows less sync errors if the memory does not have to be completely allocated on the clients.

 

You do not need to send sudden large packets of data if players join, just split it up, and micro that process, since you got at least 10 seconds of a window.

It is a very common problem of fps (fast small packets) vs. mmo (dynamic sized information) protocols, but there are solutions to it, they just need knowledge of networking. And I bet a lot this is the simple case.

 

I know this sounds a bit confusing or like i want to sound very smart, but i think this is the problem in a nutshell, and its really just bringing my assumption to a point. After all, only the coder knows, since he has to measure where the simulation time gets exceeded, it could be aswell a problem on the server, who knows, all we feel is, a resync if a new player joins. I would not call that directly rubberbanding, since its just one setback per join, while rubberbanding usually is an ongoing issue, and it is also hard to say, why there is a resync without knowing the code, maybe it is triggered as part of the join, maybe the clients desync, or maybe the server instance desyncs as it gets the new players connections, and it could be as simple as rerendering something or loading resources takes too much time causing clients to request a resync, in short: the more important measurements should be done server side / from debug.

 

On the other note, the syncing still works well, which is a plus, it could be worse.

[Check your connection with our servers](< base_url >/index.php?/topic/25324-info-connection-losses-high-ping-and-related-issues/)

 

2guk482.jpg

I have many shadow play games where this has happened.  Would it even help to post them here ?  I am 100% sure this is a global issue.

Rubber Banding just 2 i have more.  First match . . Death Squad.

 

https://www.youtube.com/watch?v=Xg1aCbos7gI&feature=youtu.be

.

Btw guys I was thinking: guess what they could possibly say to us if we’ll tell them about the “ships are still in battle” issue that happens at the end of almost 90% the matches to everyone at the same time?

 

Option 1:  “[Check your connection with our servers](< base_url >/index.php?/topic/25324-info-connection-losses-high-ping-and-related-issues/)” 

Option 2: Move to Russia

Option 3: It never happened

Option 4: Get a better internet connection 

Option 5 (i have to say it’s my favorite <3 ):  “[How to create bug reports](< base_url >/index.php?/topic/25328-how-to-create-bug-reports/)”

 

P.s. I really appreciate what you do Skula, being in the “debug” team sucks.

[lots of code info I don’t really understand]

The thing is that there are no rubberbanding issues when someone joins in open space. I can understand that the devs are skeptical - but there definitely is an issue here.

 

Rubber Banding just 2 i have more.  First match . . Death Squad.

 

https://www.youtube.com/watch?v=Xg1aCbos7gI&feature=youtu.be

 

The most noticeable ones start at 2:49, where there are several large ones in quick succession.

@Skula1975

 

Open Space mode:

I always know who enters the sector, because I get a “small” lag spike.

PvP mode:

This issue is very real and it is not a product of our imagination.

Teleport spikes or lag spikes happen any my connection is basically smooth and without any problems on my side or my ISP!

 

No log->no bug (there are many logs, which should prove this)

Log -> your issue (I am sure that most of those issues are not related to their ISP, but the game servers on your side)

 

How to solve this issue:

 

Please, get better servers or:

Use War Thunder servers for Star Conflict and use Star Conflict servers for War Thunder.

 

Problem solved!

All will be happy!

 

Can you try this and test it?

The thing is that there are no rubberbanding issues when someone joins in open space. I can understand that the devs are skeptical - but there definitely is an issue here.

 

 

It’s happening also in open space now, any chance you or someone else can report this?

They need to get a dev that doesn’t live in Russia. They go to find an issue but cannot replicate it because they are living next to the server or something…

The rubberbanding should happen to the new joining pilot as they don’t need performance when warping in (although they may get double warp in effect).

They need to get a dev that doesn’t live in Russia. They go to find an issue but cannot replicate it because they are living next to the server or something…

The rubberbanding should happen to the new joining pilot as they don’t need performance when warping in (although they may get double warp in effect).

 

Technically it’s possible to simulate a less efficient or broken connection, but yeah, your point is valid.

Try to repeat lag now

Try to repeat lag now

It is not as sever and not as often(only in some few battles) as it was befor the patch but the lags are still there

The issue is still there. No improvements at all.

The issue is still there. No improvements at all.

 

I confirm.

while you’re trying to fix it, why don’t you just have it pause the game for a few seconds while a player joins with a countdown timer? That would be far less irritating to me. 

If anything, it feels worse to me now.

 

Also, I have had many instances of shots not registering, not firing or shooting off in random directions.

Yeah it still rubberbands but normally it is ok unless you get in heated battle when it happens…

This is a problem for me as well. And i can mention at least 30 players who have the same problem regularly. Especially when players join. And i’ve tried monitoring my packet loss to other servers while playing, and it doesn’t indicate my connection being the problem-