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Lag and Socom II, the explanation.
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Old 06-25-2005   #71
 
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if u imagine have 16 people in the room and it being laggy, how on earth are the creators of the black hawk down game (i think) are makin it so that 64 or 32 people can go online in the same game i mean come and they said that there was barely any lag at all i mean come on... and why do u say it matters for dsl the distance from the source?
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Old 06-26-2005   #72
 
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The makers of the Black Hawk game probably have fast dedicated servers. And I was so pissed that Xbox gets 64 people but Ps2 gets 32 people.
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Old 06-28-2005   #73
 
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I have dsl that's why the rooms I make are so laggy.
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Old 06-29-2005   #74
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»°¡HâŽáRD¡°« wrote:
Quote:
I have dsl that's why the rooms I make are so laggy
Definitly don't be host for ANY game if you have DSL. That laggy **** will piss people off.
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Old 07-02-2005   #75
 
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my thing on lag is plain and simple...its part of socom
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Old 07-02-2005   #76
 
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I think xbox live doesn't lag because it's broadband only, and killzone doesn't lag at all, and it has more rocket launchers and everything, even ragdoll.But I think because socom 2 has more people online.
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Old 07-02-2005   #77
 
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Thanks for the exlpaination of lag
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Old 07-05-2005   #78
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i've seen plenty of lag on xbox live playing halo...
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Old 07-05-2005   #79
 
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lag
okay good explenation and shizit but i host all my games usually, and i have cogeco high speed internet,cable, its uber fast, i just dont belive that when i hots games its lagging because im host, so its really the players who are making it lag right?not me?
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Old 07-09-2005   #80
 
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Re: Lag and Socom II, the explanation.
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Originally Posted by øtter
First off....I take no credit whatsoever from this, this was all posted by a guy named h20, found in This thread on another socom forum, all the credit goes to him, I'm just posting it because I think it may prove useful



Lag in socom2. We all hate it, but lots of people don’t know what causes it. The truth is-its not sony’s or zippers fault. The patches don’t cause it, there is no magical way for them to solve it. (So don’t keep on making useless threads on it).



What causes lag?



1st lets clear one thing-lag is the amount of time it takes for your packets to be sent to the host, and for the updated host packets to be sent to you.



Take a VIP and shoot him in the head. Count between the shot you took and when the vip dies. That’s your ping, or latency. Its around 500ms which is UNBEARABLE ON NORMAL PC GAMES, but we have become accustomed to it. You will notice about a half-second delay between sniper kills etc.



“NERR OMGZURS I SHOT THAT GUY ONE BAJILLION TIMES AND HE DIDN’T DIE!” ha ha ha! A common problem on socom2, but that guy isn’t lagging, its called packet loss/choke. Lets me explain with this neat little picture created with…paint!!!

http://img.photobucket.com/albums/v1...34/hostps2.bmp



If you can get past how horrible it is-let me explain it. On the Right you can see the host-ps2. It is responsible for everything you see ingame. The kills, grenades, people looking jerky-when they jump, everything. On the left you have the clients, the people who are not the host but are playing. Theres only a couple in that screen, but there can be up to 15 clients playing the game, and 6-8 spectators.



The red…ahh, so evil. There the packets. The info containing just what the hell you are doing. There are a lot of em aren’t they? That’s where the problem is. Most home connections can't handle all of those packets. Lots of packets must be sent every microsecond. They contain everything youre doing, so they must be sent every microsecond. When things start to get backed up, you get a….traffic jam!

http://img.photobucket.com/albums/v149/h20534/story.jpg



Yup, all those packets are jammed up in there. So youre shooting that guy a hundred times in the head, but the host isn’t getting those packets. That means its like its never even happening. Theres nothing you can do about it. All home connections handle everything roughly everything the same.



Btw when some guy is facing the opposite way and kills you, he really thinks you are infront of him. On his screen he sees you where hes shooting, and so does the host. So when you die from someone shooting at thin-air its because they actually see your where there shooting.



The only thing the official socom2 servers do are:

Handle Stats

Friends list

Clan list

Msg system

Get you into a game.






ONCE YOU ARE IN A GAME THE SOCOM2 SERVERS ARE NO LONGER HANDLING ANY OF THE DATA EXCEPT YOUR MESSAGES!



Things that can be done to reduce lag.



1. Having connections with more bandwidth be host. (DSL connections SHOULD NEVER BE HOST)



2. Stop downloading Pr0n/turn off all other PC’s when playing socom2. (important for host)



3. Don’t use weapons that have to track projectiles (RPG’s come into mind-the host most track there every movement and send them out to all player taking up more bandwidth for the second or two that its in the air)



4. Voting spectators will help reduce lag/packet loss, but only minimally (it doesnet really matter since there not moving around and shooting there not eating up a lot of packets)



5. Less complicated maps (Example: Foxhunt uses more bandwidth then Frostfire becauses it’s a) Bigger in size and B)In foxhunt the host must track the vips, which eat up a little bit more bandwidth.




Though most of em wont be followed, if you do follow em there will be a major reduction in the incidents where you pump 100 bullets into some guy and he turns around and kills you.







I take no credit whatsoever from this, this was all posted by a guy named h20, on another forum, thread is found Here on another socom forum, all the credit goes to him, I'm just posting it because I think it may prove useful


http://boardsus.playstation.com/play...sage.id=745771
I always thought it was the person IM shooting a full clip into that dosent dies fault, so i can just yell at the host, lol no, but seriously i thought it were the servers the entire time, is that why bigger maps lag?

very helpfull.
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Lag and Socom II, the explanation.


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