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[Suggestion] RUDP may not be suitable for Realtime-Tasks
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Description

Since the update to experimental 0.42 I'm experiencing rubberbanding and extreme desync of interaction with the environment. In the changelog you mention some kind of guaranteed message delivery system (which sounds like some kind of RUDP) to me. On servers with a fast ping this may work well, if you set your timeout slightly higher than the ping. On servers with a ping > 100/150ms waiting for an ACK and resending the packet makes the game almost unplayable (eg. you simply cannot hit that zombie when its moving).
If everyone has to be put in knowledge of a change right in time you should stick to UDP and reduce the amount of data transmitted. (See #0009601 for further suggestions)

Details

Legacy ID
3286601281
Severity
None
Resolution
Fixed
Reproducibility
Sometimes
Category
Performance
Steps To Reproduce

Play 0.42 on a higher ping server and do something.

Event Timeline

Agilov edited Steps To Reproduce. (Show Details)Mar 10 2014, 9:05 AM
Agilov set Category to Performance.
Agilov set Reproducibility to Sometimes.
Agilov set Severity to None.
Agilov set Resolution to Fixed.
Agilov set Legacy ID to 3286601281.May 8 2016, 5:30 PM
Agilov added a subscriber: Agilov.

Just a thought:

Instead of waiting for the timeout of the first ACK to arrive you could resend the message after half the timeout time. If an ACK arrives within the timeout you don't have to wait for the other and continue.

I would call that a redundant sliding window mechanism.

R834 added a subscriber: R834.May 8 2016, 5:30 PM
R834 added a comment.Mar 10 2014, 6:18 PM

I don't believe this new system is in the game yet. From the patch notes:

Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)

@R834: Since I have no sources, all I can do is guessing ;)

I came along something simmilar at work a while ago.
If my suggestions are valuable for the development -> me happy.

R834 added a comment.Mar 10 2014, 7:26 PM

Sorry, I think I read your post incorrectly. I thought you were saying the new guaranteed message system was the cause of the desync.

Nothing to worry about. I'm not a native english speaker so it's likeley things I write are easy to misunderstand :)

Hi,

there have been a lot of adjustments done to combat rubberbanding. Can you please check if you are still experiencing any issues on the expermental version of the game?

Thanks!

Last time rubberbanding occured to me was during the respawning loot tests in experimental branch.
Besides this the game seems to be pretty responsive now. So I guess this "issue" can be closed.