As I've said multiple times, there are issues that go beyond simple lag, which is obviously an unavoidable fact of internet gaming.Of particular importance: "Latency is an unavoidable fact of online games, caused by not only network latency, which is largely out of a game's control, but also latency inherent in the way game simulations are run"
Are you really so desperate for validation that you need me to pat you on the head for pointing out obvious truths, even though they're irrelevant to the topic at hand? I mean, yeah, if someone bought a business or professional grade router instead of a consumer model, they'd be "rated for higher traffic" even if that would make zero difference to 99% of home setups. And yes, obviously connections over the internet suffer lag from time to time but again, lots of games manage to deal with that unavoidable fact without allowing every client connected to an instance to see their own distinct version of events. So well done mate, have a biscuit.I don't want the last word - but wouldn't mind a simple "that makes sense".
Well, if you and so many others are correct and there are no problems with the engine that aren't down to user error/bad equipment, why do we see some of these bugs fixed in patches? I have a very hard time believing you or any of the other professed IT wizards in this thread are very good at your day jobs when you're so closed to the possibility of intermittent or hard to replicate bugs that only show up for a subset of users.And again - I've never once said there aren't or can't be issues with the Cobra Engine's networking components - I've not had a reason to do any traffic analysis, so I can only speculate that it makes heavy use of UDP, so it very well could have some problems with error control, flow control or datagram routing. Though I, like so many others, believe if this were the case, the issues resulting from this would be far more widespread, that is, everyone would have them, most or all of the time.
You keep saying this but I'm yet to see any proof of it. Admittedly a player in a spaceship has six degrees of freedom, which is more than most games but most games have more players than the average Elite instance, plus on a client/server model, updates would need to be sent out for any and all NPCs involved (based on the fact that a multicrew instance can desync entirely without the game becoming unplayable, it's a reasonably safe bet that Elite isn't sending any such data and just relying on each client to determine NPC positions for itself)."But this other game runs perfectly..."
And is probably less demanding, at least in terms of network traffic. Less precision required, less information to update per tick, see the above articles.
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