Are there any plans to improve your Net Code? So it won't be Lagmageddon when there's a lot happening on screen?
Don't blame blizzard for your GPU not cutting it. If frame rates drop due to a lot happening on screen... that means your computer isn't rendering it fast enough... not that the servers cannot calculate fast enough.
So you're saying that there is no problem at all with their net code? Rubber bands coming from my end then? That's why the fastest moving/attacking builds have rubber banding issues and almost every patch they say they address it. C'mon I can't be crazy here.
You said when there was a lot happening on screen...
Anyways rubberbanding occurs when the client does something that the server disagrees with. If you cut a corner too fast, the server might not capture one position in the turn, therefore causing the server to believe you straight lined it through an impassable object.
However, the biggest cause of rubberbanding is dropped or delayed packets. As I was explaining earlier, the server calculates things sequentially.. say the client sends packets ABCDEF and G all representing different positions in travel. However, your wireless network drops packet D (which TCP/IP will resend). When the server receives packet E, it's not going to understand how the math adds up for you to somehow arrive at E, and it will send you back to C.
Note that the faster the build, the faster packets are sent.. meaning dropped packets have less time for TCP/IP to resend them before the next packet gets received.
In summary, rubberbanding is USUALLY caused by delayed or dropped packets. Blame your hops from your PC to Blizzard instead of Blizzard. Also, NEVER play on a wireless connection, as wireless always has packet loss.
Are there any plans to improve your Net Code? So it won't be Lagmageddon when there's a lot happening on screen?
Don't blame blizzard for your GPU not cutting it. If frame rates drop due to a lot happening on screen... that means your computer isn't rendering it fast enough... not that the servers cannot calculate fast enough.
You said when there was a lot happening on screen...
Anyways rubberbanding occurs when the client does something that the server disagrees with. If you cut a corner too fast, the server might not capture one position in the turn, therefore causing the server to believe you straight lined it through an impassable object.
However, the biggest cause of rubberbanding is dropped or delayed packets. As I was explaining earlier, the server calculates things sequentially.. say the client sends packets ABCDEF and G all representing different positions in travel. However, your wireless network drops packet D (which TCP/IP will resend). When the server receives packet E, it's not going to understand how the math adds up for you to somehow arrive at E, and it will send you back to C.
Note that the faster the build, the faster packets are sent.. meaning dropped packets have less time for TCP/IP to resend them before the next packet gets received.
In summary, rubberbanding is USUALLY caused by delayed or dropped packets. Blame your hops from your PC to Blizzard instead of Blizzard. Also, NEVER play on a wireless connection, as wireless always has packet loss.
Don't blame blizzard for your GPU not cutting it. If frame rates drop due to a lot happening on screen... that means your computer isn't rendering it fast enough... not that the servers cannot calculate fast enough.
Evidence is pointing to the ps4 version shipping directly as RoS.