p2p model working for everyone?

Because sometimes when there are a lot of commanders around i get massive lag issues:


  • Ships take no damage and then displace a few kilometers.
  • Ships completely dissapear less than 2km in front of me (they have not combat logged becuase i can see my wingmen still firing at them)
  • Wingman status appears as unknown half the time.
  • in game comms are patchy

I can post a video later to show u what i mean.

Is this just becuase my net connection is not the best? I run on BT i get approx 6Mb dl and 0.4Mb upload speeds.

However, in other games i have participated in masssive multiplayer battles involving way more participants and I suffer no lag issues whatsoever.

These issues are really deflating me when it comes to engaging in wing pvp. I mean there are enough exploits to deal with already and now this on top.

Does anyone else suffer lag issues when there are lots of commanders around? and i dont mean in sc, i mean in a CZ or REZ etc.
 
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It's not ideal at all for many reasons but it's a lot better than it was in my experience anyways.
 
I have huge problems playing in open along the lines of OP. Not sure of it's my connection or an issue with the game.
 
My son completely lost his interest for e:d after we spent 30 minutes trying to see each other. We're both on cable, 36/1 Mb and 50/2 Mb. P2P sucks big time.
 
Yep, works for me. I have very few problems in ED in regards to multiplayer. 6.8 megabit download speed, 0.8 megabit upload speed.


There are exceptions, of course. Sometimes, all it takes is some random player to join, and they rubber-band around the joint. So do ships their client is in charge of. Presumably, their connection isn't able to keep up with the p2p updating of shared data.


Contrast that with WoT, in which I suffered unending frustrations with high latency between me and the central server. I have far less hair-pulling screaming-mad kill-me-now moments in ED than in Tanks. :)
 
The worst part of this otherwise enjoyable game is the use of p2p, it really is a bad decision. If you don't have the resources to run multiple servers then why insist that the game is 'always online' even for solo players.
 
Within an instance it works good usually, with a few exceptions with similar symptoms as you described from time to time, but rarely enough to not being a predominant problem.

My biggest concern is the instancing when switching from one instance to another, though... like getting empty SC-instances, even when there definetely are other players around. Sometimes I can't even see wing members in the same system.

That's really a game-breaking problem that hopefully will be addressed.
 

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For as long as you have UPNP enabled, no Firewalls interfere with the traffic and your Provider doesn't block/re-route or throttle P2P traffic and have zero UDP Packet loss - it works fairly well.

Problem is : for a perfect experience, this would have to be valid for every single participant of a network instance. And that's not the case in busy places. Ever.
There'll always be some Players that have P2P issues, hence you'll always see quirky behaviour or get odd results to some extent.

I'm nothing short of amazed that the Game runs as good as it does.
It's the first P2P game of this maginitude in the entire gaming industry that ever made it this far.

Still... It's as good as it gets - until the global internet infrastructure drastically improves basically ;)

For me, I see it more like...

"There'll always be some Players that have P2P issues, hence you could sometimes see quirky behaviour or get odd results to some extent."

For one of the people with (or indeed causing) P2P issues, I regard your sentence as being 100% valid. :)
 
I am fed up with running into players having network problems- so I mostly play solo now. It completely ruins the illusion for me when someone is flicking about like something from a 90s japanese horror movie. Sometimes it works, sometimes it doesn't. The uncertainty is really tiring.

Even with famously laggy central servers (Cryptic's, for example), split-second PvP was more comfortable from Europe to Americky than it often is for me playing ED with others from different countries. I love a bit of adrenaline-pumping PvP, but not on craptastic non-infrastructure.

It's a similar experience to the one that I had in Warframe, which also seems to be P2P. In that game, it was almost funny to have some guy in a small african country (I kid you not) at more than a minute behind- we had interesting conversations at least. The comms in ED aren't really reliable enough for that, though.

No, it was a massive disappointment when I realised that ED was going to cheap out and use P2P. I also realise that it will never change- but have become reconciled that it's mostly a very pretty single player game with an irksome mandatory online requirement, now.
 
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P2P needs more bandwidth than a traditional client server model when more players are involved. That means in general you will need a better connection than for something like team fortress 2.

P2P also hides where the problem might be. With client server you are normally connecting to a similar server address and get a similar ping play session to play session. You will also usually connect to a server in your local part of the world. In P2P you are connecting to every player in your island. If you have 10 players in the same city this might be alright, but when that guy from Crappyinternetostan joins you start getting the rubber banding.

It seems (from my observations) that each client is responsible for the movements of different NPCs. That means if you are at a resource site or combat zone some ships will warp around, because they are being moved by the person you have a bad connection to, and some will be fine, these are the ones your computer is moving.

So short answer, p2p does need more bandwidth than client server, but the real issue is you aren't connecting to one computer in your country. You are connecting to multiple computers all over the world, no-one has a good connection to everywhere.
 
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P2P needs more bandwidth than a traditional client server model when more players are involved. That means in general you will need a better connection than for something like team fortress 2.

Not quite true. There are P2P overlays that are better suited to large scale gameplay. It seems however that FDev went with a naïve implementation.

P2P also hides where the problem might be. With client server you are normally connecting to a similar server address and get a similar ping play session to play session. You will also usually connect to a server in your local part of the world. In P2P you are connecting to every player in your island. If you have 10 players in the same city this might be alright, but when that guy from Crappyinternetostan joins you start getting the rubber banding.

Again this isn't a fault of P2P - the algorithm that matches you to an island could do a better job and put you in your own island. Or you could use a better algorithm and not have islands, then you will be only worried about your local neighbours (potentially less bandwidth required).

It seems (from my observations) that each client is responsible for the movements of different NPCs. That means if you are at a resource site or combat zone some ships will warp around, because they are being moved by the person you have a bad connection to, and some will be fine, these are the ones your computer is moving.

That is correct.

So short answer, p2p does need more bandwidth than client server, but the real issue is you aren't connecting to one computer in your country. You are connecting to multiple computers all over the world, no-one has a good connection to everywhere.

Generally correct but P2P does not need more bandwidth than client server. It just that FDev implementation might do - as we never had a ED C/S model to compare against.

Where games like Q3 have been ported to P2P models the data transfer has been very favourable.
 
Not had any issues winging up with friends or any lag recently.

Networking isn't only about up and down speeds. There are response times, bad nodes, isp filters and router/os/av firewalls to contend with too.

Have you tried connecting to any other players (who do not have issues)?
 
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Not had any issues winging up with friends or any lag recently.

Networking isn't only about up and down speeds. There are response times, bad nodes, isp filters and router/os/av firewalls to contend with too.

Have you tried connecting to any other players (who do not have issues)?

i have been in several wings where i have experienced no issues at all. The problem seems to arise the more players there are in same instance (mainly CZ and RES)
 
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Generally correct but P2P does not need more bandwidth than client server. It just that FDev implementation might do - as we never had a ED C/S model to compare against.

Where games like Q3 have been ported to P2P models the data transfer has been very favourable.
How does the p2p implementation not need to upload more information?
I haven't done anything with p2p before (lots of client server :)) but I would think uploads are the difference.
You are only uploading you position and actions (or whatever the game needs, triggers up down etc) to one computer with client server.
In p2p you would need to upload this information to all connected players. 10 players would mean 10 times the uploads surely?

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i have been in several wings where i have experienced no issues at all. The problem seems to arise the more players there are in same instance (mainly CZ and RES)

I can play quite happily with 10+ players, but only if they seem to be in Australia.

I've had rubber banding with 1 other player at a CZ before.
 
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