Really impressed with the net code (or what ever it's called)

I was playing last night, mainly goofing about with dog fighting, even had a fight with another commander.

Nothing strange about that you say, but it wasn't till I came off that I realised I was still connected to my Proxy-Server in America :eek:; I could hardly tell any difference.

As I said I'm impressed, well done Frontier :cool:
 
I was playing last night, mainly goofing about with dog fighting, even had a fight with another commander.

Nothing strange about that you say, but it wasn't till I came off that I realised I was still connected to my Proxy-Server in America :eek:; I could hardly tell any difference.

As I said I'm impressed, well done Frontier :cool:

works ok most of the time....or looks like.

there was one situation that did worry me though:
fighting someone 1v1 whom i know he lives in a place where i get a 300ms+ ping to. It was impossible. I could not tell if he was facing me or not. In my sight i was right behind him, he was firing away from me. In HIS reality he was facing me. Since he was first in the instance and hosting you might guess the outcome ;)

this is something not easily to overcome.
 
works ok most of the time....or looks like.

there was one situation that did worry me though:
fighting someone 1v1 whom i know he lives in a place where i get a 300ms+ ping to. It was impossible. I could not tell if he was facing me or not. In my sight i was right behind him, he was firing away from me. In HIS reality he was facing me. Since he was first in the instance and hosting you might guess the outcome ;)

this is something not easily to overcome.

We've all been there...P2P or centralised server...Lag kills! It has to be a key part of the matching code for instances.
 
This is probably the first thread that has praised the netcode. I'd imagine the team at Frontier that have been pulling their hair out over it deserve a little bit of praise.

We still sit in the cockpit waiting for super cruise to drop us at the station
We still get rubber banding
We still get multiple capital ships
We still sometimes get killed by things we can't see

But it's come a fair way since the early days of rotating sidewinder of death and super cruise hangs. Most online games have you wait in a lobby to connect with other players but Elite Dangerous has you seamlessly entering instances with other players all the time. It's about as challenging as a network game can be for a developer. Hail the netcode.

Let's hope it keeps improving anyway.
 
We've all been there...P2P or centralised server...Lag kills! It has to be a key part of the matching code for instances.

In this particular case we were alone...so we would have been matched anyway as the best possible instance :(
The other option would be to NEVER match people with connections THIS bad. Might be a solution...but would in fact devide the playerbase to a degree that multiple, localized "galaxies" make sense. Don't think this is the intention of the game.
 
I live in the United States and my understanding is that all servers are in the UK?

My personal experience is that so far it's very fast and reliable, until you connect to another player, then, not so much.
 
I live in the United States and my understanding is that all servers are in the UK?

My personal experience is that so far it's very fast and reliable, until you connect to another player, then, not so much.

It's not about the server connection (since it does very little).
The P2P is the "problem". One player will host the instance and if you get a bad connection to him, you are screwed (for everything relying on fast synchronisation).

Edit: mostly this isn't that noticable because of the peak times in different time zones, so you've got a good chance to get connected to someone near you.
 
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It has come on leaps and bounds from what it was like in Alpha. It's still not perfect, but for example the station audio effects don't go all choppy and garbled when other players are around like they used to.
 
mostly this isn't that noticable because of the peak times in different time zones, so you've got a good chance to get connected to someone near you.

It's not safe. Because the people will play night and day without interruption when the retail version is released

:p
 
I figured out that lot of network stuff improvements - like lag compensation, rotation and transformation correction - could be delayed before very core stuff gets sorted out. For example, there's little of no use to fix rotation correction if they haven't finished scaling and don't have full picture how much impact of the size of instance have on these things. Same goes for latency correction.

So most likely there's huge work in background which we don't feel/see because it has to be dealth with first.
 
don't know...was trying to get this anaconda down :D

Hem ! Anaconda is a redoubtable opponent ...

5825456.jpg


:)
 
you were lucky. half of the time i am with another player in the instance i get huge lag.. unplayable. Not the the level i am in control.
 
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