Question, How does lag work?

So I got lucky and was given a pred round. So there I am, got three kills, got SW, and let him reinforce so I could recharge, two more down and they’re in the upper floor of the warehouse. Soon as I land, this PC players comes to the door with a minigun, already wound up and starts firing. So I run to the side to avoid the bullets, and I keep taking damage. Like each bullet is still hitting me. I jump up to heal from second wind, and I’m still being shot at. I finish healing, and I get told I’m eliminated.

Now, I’ve seen some lag before. Its a burst of damage, as the lag catches up to the server. I have both lagged and been downed by someone with lag. So this entire event is new to me. Have anyone else had this issue crop up?

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It sounds like packet loss or high latency experienced, whichever it was, was on your end and the server played out the other players interactions while you caught up.

The game doesn’t have dedicated servers. A host is picked from who has the best connection and if they leave the match everyone gets kicked, has happend to me a good few times. Hell if you can get a whole ft togeather and if the match is going downhill, the fireteam can just leave the match and everyone gets kicked, because 75% of the time one of the ft will be hosting.

I’ve dealt with that before, and when I catch up, all the damage hits me all at once. This was continuous, each bullet hitting me, and I was watching my health bar lower.

Unless they changed it, no this game is server hosted and doesn’t kick everyone out the match.

The pred and the hit detection is jank in this game because the pred is rendered in an approximate location on every player’s screen. Usually games remedy this by rubberbanding or pausing the game so everything can resync but that’s not the case here, pred gameplay appears seemless to the person playing pred because there’s no rubberbanding to sync the pred to the same spot on everyones screen. Instead you take all damage your “ghost” takes on the laggy FT’s screen. Typically you’ll see them shooting at some green goo while your health drops, sometimes it drops in intervals, sometimes it drops all at once if the players client is really behind.

The only time pred rubberbands is in the downed state where you literally get teleported to wherever that FT downed your ghost. But the client can also miss packets and then the game stops functioning at all, you get downed players sliding around, shooting while downed, pred player can’t claim them etc

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I feel you bro I feel you😭😭😭😭

The game DOES have dedicated servers for matchmade play. You’re P2P when you’re playing custom matches.

For OP: Sounds like you had a desync issue, which is a bit more than lag, and usually caused by lost packets or such. Basically every system except for yours thought you were in a different place, and as the system resynced, all the damage was done and communicated to your client. Lag spikes, lost packets, issues with your system, and a whole host of other things can cause a desync, and can happen in all online games.

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Wished I saw @Finessology’s post earlier. That’s pretty much spot on and a better explanation than what I wanted to type over lunch :p

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This argument comes up so often, thank you for the clarification.

Also, thank you for remaining active in the forums recently. It’s been very refreshing, and it means a lot to the community.

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That’s what I’m used to. This wasn’t that.

You can be all the way across the map healing, if their client is still calculating damage on your ghost you will continue to take that damage and it’s not always a steady drain of health, you can be 100-0’d if you desync that badly and there’s not really a way to stop it until everything refreshes.

If a Ft is pre-made if the host of the Pre-made leaves the player then will pull out the rest due to being in a Party together. It you are solo and a three ft leave you will remain

Perhaps

Again, yes. I am used to the 100-0’d. This is how I assumed lag worked. No one has actually explained how the normal taking of damage happens without me being rubberbanded.

There is no rubberbanding, as pred you can’t even tell you’re desync’d. It’s a multiplayer networking thing to make it feel seemless instead of teleporting you around.

100-0 is the most extreme if that happens enough that you’re used to it its probably consistent packet loss on your end. Usually you just get shot through walls and gradually lose health. It works both ways.

Yup, there is even Case Study about that https://aws.amazon.com/solutions/case-studies/illfonic/

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It may be following bug. It happened exclusively from Playstation players to me. So the bug may be caused by crossplay (I play on PC). It seems like half-way desync for fire team player. I was standing still from his point of view (like packets were not traveling from server to his PS) however his fire damage was registered by server (packets were traveling from PS to server).

You can replay it here: https://www.twitch.tv/fairyautja/clip/PatientBlindingAlpacaShazBotstix

Slow it down and at time marks 0:00:05 and 0:00:11 you can see he is shooting at spot from which predator blood sprays from:

Screenshot_20210307_175606