

Tick rate does is not a queue, it's like frame rate on your PC. If this was the case then the game time would slow down while the server tried to catch up. The more players there's the more data server have to process, that's why the beginning is worst. You are still playing online but you aren't receiving most realtime data, more like old/delayed data where for example players have different position. We could be writing about it for a whole day, but people who are working on it are fully aware of issues and I just wanted to point out that it's not all that simple as some says. What about other players who during that 100ms tried to grab other items? Ofcourse servers got different threads for calls so it's not doing everything one-by-one but you can't handle every call in a different thread. The more players there's the more data server have to process, that's why the beginning is worst.Īlso imagine that 10 players call in one moment that they want to grab a boost from a ground, if each one call takes 10ms to process by a cpu then last unlucky player will have to wait 100ms. That's when desync happens, you are still playing online but you aren't receiving most realtime data, more like old/delayed data where for example players have different position. Everytime server lags people are also still sending calls/packets waiting for a server to respond, creating even bigger queue to handle for it. One of main problems is how fast server handle calls from players. Hopefully my understanding is close to the real thing and if so i hope that some of you also got educated on the matter as i have been over the last few days :) Not know how much more strain this would put on the server i would assume if such a system would come in place that it would likely step into effect around 80 players left. Without a system like this the "issue" will be never resolved/dealt with because lag is a thing that will always be present and is normal in video games.

This would remove or at least lower that amount of shot behind cover that is happening. This is what I ASSUME is the "Ask system". So the "fix" would be what some other games do such as Battlefield is to implement Lag compensation. Other Client - "At time frame 49539 my position was x,y,z."Īnd lets say the positions didnt not match so the damage and hit would not register. Server - "Let me ask, What was your position at time frame 49539? " So as far as my understanding for what is going on is that the system is a "Tell system" where it says THIS happened and not a "Ask system"Ĭlient - "I just shot this guy on my screen please relay that information to the other player."Ĭlient - "I just shot at this guy at x,y,z position at time frame 49539. (NOTE: I do not know how long it takes for the server to process anything so this is just an example) You send information, server process the information and then sends that to the other client. It will always be present and the large majority already know this.Īssuming both clients have 30ms to the server Reason why i say "issue" is because lag is something you cant get rid of. Currently i also believe there is desync animation issue regarding people not hold weapons early game and shooting you with their hands down.Īnother example: You SITTING crouched behind a tree or some cover stationary not moving but on other clients screen/server you are sitting 4 meters away from that position. Server and client sending a mismatch of information regarding what animation to be played. This happens when, for example, in your screen your character is talking with an npc, but when you perform the action is cancelled because "you are too far away", since the server thinks you are not at the npc.Īnother example is some of you may have seen people Swimming instead of running when you play with them in PUBG. This one is from the Black Desert Online forum -ĭesynchronization (short: Desync) happens when the game client and the server program have different data of the players, thus creating a desynchronization. Is when the server and client get a mismatch of information. In this video he also touches on the subject of Desync vs Lag/Delay.
#Pubg dsync and lag reddit Patch
My reason for this post is merely to educate others i have been myself on the matter.Īs many of you know Battle(non)sense released a video talking about the server/client performance of Patch #19. Firstly i would like to note that this is MY understanding of what those things around.
