High pingers

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Nezzer

FNG / Fresh Meat
Feb 3, 2010
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I live in a location from which it doesn't mater where I connect, my best pings are always between 120 and 170, and there is just no physical way of lowering, so I think I don't have the right to play RO2 then.
Same here. More than half of the RO community plays with a ping higher than 150. My average ping is between 200-250, but the only difference I feel is the bullet speed and low pingers can hit me without a problem (and so can I when I get a low ping). I only feel the lag and start feeling like I'm teleporting when I get past 300, and you rarely see people playing with a ping like that.
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
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Amsterdam, Netherlands
There is no ping compensation in roost so no additional processing power for high pingers, there isn't interpolation between ticks either. Bandwidth per player is by default limited to 10kB/s so even if someone got a bad connection he can never ask more than 10kB/s of a servers bandwidth.

Remember that even if someone got a delay of 200ms if you hit him he's dead, its only harder for him as he needs to aim far ahead of someone.

Ping doesn't state packet loss which is why skipping of players occurs, someone could have 800 ping and still not skip.
Remember that ping in UE3 takes into account the processing time of a player, the net delay and the processing time of the server. So if a server runs at a higher tick rate everybody will get a lower ping as the processing time of the server happens faster.
 
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gyps

FNG / Fresh Meat
May 5, 2009
822
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Have to say I've played with guys pinging to about 400 ish with no real problems over that get a bit tough, but 250 - 300 no problems for them or me

People get paranoid over this and imagine they are ruining game - It's just not so - and many have said they cant get double figure pings anyway
 
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heady89

FNG / Fresh Meat
Aug 6, 2007
630
236
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Sweden, Linkoping/Mjolby
Well right now "high pingers" pretty much means everyone who doesn't live in Europe, unfortunately.

But I think it's a load of hogwash that high ping players somehow slow down the server.

Thats not what he mean as I take it he asks for a way to limit high ping players from joining a server, just as you can do 90% of all decent games on the PC side.

Set a ping limit on say 120, anyone above that won't be able to join , and possibly cause warping issues or similar misshaps if the engine aint capable of smoothing lag etc.
 

Garbonzo

FNG / Fresh Meat
Feb 1, 2006
76
32
0
West Coast
I'd so be for this

If many of my buddys werent over seas sooo yeah

ro has always been easy for the lagger and non lagger to get along

so meh idc either way im just happy ro2 is coming out =D
 

heady89

FNG / Fresh Meat
Aug 6, 2007
630
236
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Sweden, Linkoping/Mjolby
I'd so be for this

If many of my buddys werent over seas sooo yeah

ro has always been easy for the lagger and non lagger to get along

so meh idc either way im just happy ro2 is coming out =D

As long as its an option, who cares?
Just join a server that allows high ping or run your own server which allows it.
 

LJFHutch

FNG / Fresh Meat
Jan 2, 2010
149
21
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Australia
I just hope if it's implemented it is based on your average ping over a minute or two, when I was on wireless my ping would occasionally spike to 250+ for a few seconds every half hour and it would get me kicked from servers in BC2.
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
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www.ragequit.com
Thank goodness for worluk. Someone had to talk some sense (and also Putz and Zets, but they came along later).

Tell you what, I'm extremely tempted to add a feature to Rising Storm that automatically kicks anyone who asks for a high pinger to be kicked because they're "lagging the server"...

It's a misconception that's a pet hate of mine.
 
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Hans Ludwig

FNG / Fresh Meat
Jan 13, 2010
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[Dev]AceKilla wrote: I want to set the record straight about players with high pings causing lag - this is a MYTH. It is impossible for a player regardless of how high their ping is to cause server lag for everyone else.

I will spare you the technical details, but it has to do with the UDP protocol used for network transmissions in the game, and the Unreal Engine netcode specifications. Please do not votekick anyone with a high ping off a server because someone thinks he/she is the cause of the server lagging.
SOURCE
I'm still not convinced because someone says it's a myth. Because these same people never mention why a server seems to lag when there are a few high pingers on a server. I think the only thing that would put this to rest is a full blown study done by a research firm or university.

I was trying to find the blog written last year by one of the developers for COD (can't remember the number) in regards to him explaining why they chose the IWnet over dedicated servers. I believe his name was Zero something. But he even mentions that they chose IWnet, a peer type network, because they didn't wanted the game to ruined by over zealous admins and high pingers. Some of people were responding to his blog that they liked the approach they were taking because it would stop high pingers from lagging a server. Since Zero whatever didn't respond to those replies, I assumed this is what he meant by "high pingers."
 
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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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My goodness not this old wives tale AGAIN. In the Unreal engine, high pingers CAN NOT LAG THE SERVER. There are other game engines where that is not the case, which is why you will see people from games based on the Quake engine (Source, COD, etc) say these things. But people with high ping have no affect whatsoever on the server. I've been doing MP network coding in Unreal for almost 10 years, and I've dug into the deepest guts of the Unreal engine network code and I know exactly how it works.

The server uses a certain amount of upstream and downstream bandwidth per player. Every CPU cycle it receives information from clients, and sends information to clients. No matter what your ping is, it always sends the exact amount of information. On the receiving end, it is simulating the player movement physics and other things for all players every CPU cycle regardless of their pings. When it receives information from a client, it compares that information to its simulation and then sends corrects to the clients if there is any discrepancy. But these fixes for discrepancy still have to fit into the outbound bandwidth that the server reserves for each client, and the checking calculations are done every time data is received (and actually would be done MORE often for a low ping player since the server is receiving client updates more from than than from a high ping player).

In 10 years working on Unreal I have NEVER found a server admin that could prove that a high pinger lags their server. Every time they say this happens, it actually turns out that the server admin was running too many player slots for what their machine could handle. So it didn't matter if it was a high pinger or a low pinger, once the server had to many players on it it lagged out because the CPU was overloaded. But because of this silly old wives tail they always blame the low pings, and not their lack of understanding of their servers capabilities for the problem.

The only thing that having a high ping hurts is the high ping player themselves. Because they won't get updates from the server as often, but since the server is simulating their position and sending it to other clients the other clients wont see a difference. Unless of course the person has massive lag and packetloss, in which case the other player will warp himself (but not cause other players to warp). This still gives him no advantage though.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
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Amsterdam, Netherlands
If anything in MW2 everybody is a high pinger. peer2peer networking if anything increases everybodies pings, as major datacenter / internet backbones can generally be reached with less hops than someones home connection.

Beside fourzerotwo was a public relations guy, he wasn't one of the guy involved with netcode. Cod uses a special peer2peer system where if the main host leaves the game someone else takes over without everybody getting disconnected. But pings overall are bad.
 
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Floyd

Grizzled Veteran
Feb 19, 2006
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Waterproof
www.ro50pc.net
Thank goodness for worluk. Someone had to talk some sense (and also Putz and Zets, but they came along later).

Tell you what, I'm extremely tempted to add a feature to Rising Storm that automatically kicks anyone who asks for a high pinger to be kicked because they're "lagging the server"...

It's a misconception that's a pet hate of mine.
Make it a mutator and I'll make sure it runs on ours.
 
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