Slf lag maybe fixed?

After every major update, I am always hopeful that tertiary unmentioned issues might have gotten fixed under the hood, and not mentioned. I will often test a thing or two, just to see if anything has changed.

This time, I decided to test the infamous slf NPC lag. I went into a conflict Zone with a friend, had him deploy his fighter, and spam commands. Historically speaking, this would cause exponentially increasing bit rates, paired with massive rubber banding. To my delight, after 15 minutes, not only were my bit rates no higher than before, but I also was not experiencing any of the Dreadful rubber banding!

Now, I don't want to get too hopeful based on a single test, but this is certainly promising.

My problem is, people have grown so conditioned against using fighters in multiplayer, it's become somewhat difficult to find someone to do tests with! Which is why I come to you. Have any of you noticed any difference in lag or bit rates recently? Have you noticed if the degree of rubber banding specifically tied to Fighters has improved?

I do want to be very specific here, because there is still instancing problems and lag in general, I am just trying to suss out if they are being specifically caused by the fighters anymore, or if they don't do any more than anything else.

If Fighters no longer cause instancing problems, this opens the door to some great cooperative content. Fighters can spot Scouts before they even appear on your scanners, and with enough of them, they can blow them out of the sky before they start moving. This could dramatically accelerate the rate at which axcz's progress, which could mean the difference between Humanities survival or destruction. Added to that, multi crew in Fighters is a great cooperative experience, and a wonderful way to get new players invested in ax combat, but it doesn't work very well if other players are blowing your Fighters out of the sky.

Please, give me your data!
 
I’d be happy to help. I normally run fighters when not in open. One caveat: I occasionally run a wing with as many as three others in my household. Two of the other computers are passable, while the third is a laptop that can barely handle Horizons (and tends to cause issues with multicrew). No laptop, no problems. We try to make sure my main rig is hosting instances, and all the traditional complaints about SLFs and lag don't seem to effect us. That might be because we're all on the same wired local network. I haven't done any port forwarding.
 
Hey, just came across this when googling as someone just asked me to not use NPC SLF as it adds lag. First time someone asked me to do so (the SLF was dead by that time already anyway). When launched I do not really spam commands. I just order to attack the next interceptor and that is pretty much the only command per interceptor. I can't say I experienced any difference with and without SLF. On the other hand, I hardly see anyone using it but me. I did experience rubber banding here and there even when no SLF at all was around.

Since it is peer to peer based I would rather suspect natural increased lag if there are many players in the same instance - and would not be surprised if some are connected by WiFi only which can cause abnormal issues. The more people, the more quality loss on the network from a technical point of view (weakest member in the chain). Though I do not know the exact details how it works in Elite. In case the first player ("instance master) has a little more hosting to do this could have quite an impact if he has a weak computer and/or a bad connection.

So, is that really a fact for the SLF these days or just some old thing that got fixed already but is still widely spread to be around? Happy to help testing. The question also is if this even occurs when there is less than a handful of players around. Apparently it cannot be that bad as in countless battles before no one raised this in local or direct.
 
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So, is that really a fact for the SLF these days or just some old thing that got fixed already but is still widely spread to be around? Happy to help testing. The question also is if this even occurs when there is less than a handful of players around. Apparently it cannot be that bad as in countless battles before no one raised this in local or direct.
As I've been extensively testing the effectiveness of all three Guardian SLFs in Solo, I too am extraordinarily interested in the answer to this question, as there was a patch a long while ago that claimed to have fixed it.

Unfortunately, even if it were truly fixed, I fear that we're at or well past the point where players will always have an aversion to the mere presence of SLFs in PGs or Open, and will block and/or attack anybody who uses them. I do hope that fear is simply unfounded hyperbole, but I've seen enough comments around the internet to suggest that such aversions do exist for a number of players...

...And all of this makes me recall a related question regarding SLFs and lag: did players who flew SLFs as part of Multicrew (physical or telepresence) cause lag like the NPCs?
 
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