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  1. #21
    Originally Posted by Cortexian Go to original post
    Purely server vs client side hit detection is a thing of the past, good networking code utilizes a combination of both systems now so that people actually see what they expect on their screens. Obviously in the past when it was either client OR server side hit detection, server side was typically better because it "evened the playing field" for everyone. Client side was basically whoever had the best ping = winner, and also super exploitable when it came to cheating.
    I don't play on the PC but I did see on streams where the Host appeared to have massive uploads to where it was causing them to drop FPS and such and made their streaming extreamly laggy and slow. The one I was watching found that RS was the cause and had massive i mean like 10+ gb but was only when he was hosting. any idea on this?
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  2. #22
    SuperBiscotCOT's Avatar Senior Member
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    I have a friend that have a normal ping which is around 40 and sometimes it just go up to 900 (not only in R6S ) and all people playing in his lobby are affected. I don't know if they changed that.
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  3. #23
    Cortexian's Avatar Volunteer Moderator
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    Originally Posted by Ghost Sniper33 Go to original post
    I don't play on the PC but I did see on streams where the Host appeared to have massive uploads to where it was causing them to drop FPS and such and made their streaming extreamly laggy and slow. The one I was watching found that RS was the cause and had massive i mean like 10+ gb but was only when he was hosting. any idea on this?
    Well yeah, if you saturate your download OR upload bandwidth with other processes like streaming or torrents or whatnot then your ping will go up and gaming will suffer.

    Think of the Internet connection to your house like a residential street, only one lane exiting to the freeway (your ISP's backbone network). All your traffic needs to queue up before it can get to the freeway, so if you have more traffic than the street is designed to handle then each car (Internet packet) needs to wait its turn to enter the freeway. So if your gaming car (packet) is 10 cars behind and your streets are only designed to allow one car to exit onto the freeway per second, then it takes 10 seconds for your gaming cars to exit + the time it takes for it to travel to and from the other clients, and then back onto your network.

    Hope that made sense...
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  4. #24
    CODY-CAPCOM's Avatar Junior Member
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    Anyway it's 2 bad, that there is no "Like" option in this forum. Many good ideas would B more visible 2 creators.
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  5. #25
    DEATH-_DEALER-_'s Avatar Member
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    Yes LAN...in case the servers get sh ut down someday....there's Xlink.
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  6. #26
    CODY-CAPCOM's Avatar Junior Member
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    Originally Posted by DEATH-_DEALER-_ Go to original post
    Yes LAN...in case the servers get sh ut down someday....there's Xlink.
    U realize that's not exactly the same?
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