So what is the cause of ridiculously high ping in this game?

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mattlach

FNG / Fresh Meat
Oct 20, 2011
415
134
0
Massachusetts
It has been suggested to me that it has something to do with game servers being insufficient to run the game.

Is that really it? If this is the case, I have yet to find a server powerful enough to run the game.

From other games I play I have come to expect the in-game latency to be pretty much the same as the game browser, or pinging a server from console.

I have come to expect - with my connection - to get between 18 and 25ms on servers in my general geographic area.

I have yet to play an RO2 server with below 80ms in-game latency (this would be considered barely playable in other games). The norm is more like 120 - 175ms, and occasionally its up in the 250-300 range.

What gives?

I feel like I', constantly shooting enemies with shots that CAN NOT MISS from relatively short distances over iron sights, and nothing...

Is there nothing that can be done to improve this? This is one of the biggest problems with the game right now IMHO.
 
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EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
It might be a combination of your location, Internet connection, or server hardware. I am able to find a few that I ping in the 40ms range to. Servers which tend toward having larger player counts typically send me up to around 100ms.
 

Redemption

FNG / Fresh Meat
Nov 22, 2005
159
19
0
35
Sheridan, Michigan
I was in the 7th Cav server earlier and the pings were anywhere from 120-860 throughout the entire map I was there for. It was never one consistent ping, it always varied, sometimes decent then other times it would sky rocket toward 700+ and people would start walking through walls and disappearing, then things would settle down around 120.

I've noticed that the more people that are in the server, generally the higher the pings are
 

Magnet

FNG / Fresh Meat
Mar 14, 2007
126
44
0
I was in the 7th Cav server earlier and the pings were anywhere from 120-860 throughout the entire map I was there for. It was never one consistent ping, it always varied, sometimes decent then other times it would sky rocket toward 700+ and people would start walking through walls and disappearing, then things would settle down around 120.

I've noticed that the more people that are in the server, generally the higher the pings are

...and the 64 player servers are full and the 32 player ones are empty.

:-/
 

Rumpullpus

FNG / Fresh Meat
Aug 31, 2011
329
70
0
yup pings sux in this game right now. its been said several times now and every time theres no easy answer to fix it.
nobody knows what causeing it so no one knows how to fix it.
 

SolitarioSoldat

FNG / Fresh Meat
Oct 28, 2010
1,177
503
0
USA,Tampa,Florida
It might be a combination of your location, Internet connection, or server hardware. I am able to find a few that I ping in the 40ms range to. Servers which tend toward having larger player counts typically send me up to around 100ms.

your not honest dude,while in server browser shows up around 50 ping once when you enter the server you notice your ping start fluctuating from 120-300....this is including everybody else in the server,I havent seen anybody below 100 ping since this last 3 patches.

According to Yoshiro it has to do with your router/modem and your security software.
Same crap,I added RO2 to allowed list,totally dissabled antivirus,same crap,I'm gonna say it again 3 patches a go ping was fine,they broke something and seems they cant fix it.

I was in the 7th Cav server earlier and the pings were anywhere from 120-860 throughout the entire map I was there for. It was never one consistent ping, it always varied, sometimes decent then other times it would sky rocket toward 700+ and people would start walking through walls and disappearing, then things would settle down around 120.

I've noticed that the more people that are in the server, generally the higher the pings are
7Cav server was weak even before,but was never above 150 ping,lucky me now i get ping fluctuating between 180-500....

@TWI:

Please there is nothing wrong with our setups since we play on the same server and ping is for everybody bad,120-200 on good servers and 200-500 on server that can not take the 64 players load.These same servers were much better 3 patches a go,whatever you broke fix it,there is nothing wrong at our end the users....
 

the_Monk

FNG / Fresh Meat
Aug 4, 2011
286
145
0
Not that I haven't posted about this issue enough already but here goes again....


When the SWEET clan initially posted about modifying settings like MAX tickrate and connectionrate etc. on servers I listenend, made changes and tested various configs with our clan exhaustively.

Here's what we did:

While our 32-player server never taxed our hardware (never broke 20% CPU usage etc.) or our connection bandwidth we were aware that doubling the MAX tickrate setting from 20 to 40 also pretty much doubles CPU usage so we did the following:

1. Changed the MAX tickrate from 20 (default) to 40 and also doubled the connectionrate.

2. For testing lowered our player count to 24 just to be on the safe side (due to doubling of values in point one the CPU was now to be effectively doubled as well).

3. Made changes to our local player config (to take full advantage of the connectionrate settings made in the server config)


Here's what we found:

1. the variation in the amount of "leading" having to be done for shooting targets became much less and overall became more consistent.

2. we could swear we were able to see more bullet strikes/impacts.

3. for the lack of a better way of putting things........it seemed like bullets now "flew faster"?

All of those things made for a much more enjoyable gaming experience.

We've even had (although we are located in central Canada) people from the EU playing in our server who noticed a difference.


While we believe (as do some other clans who've also made those changes) that this has benefitted our server all of this may in fact mean nothing.......
 

CrossTrain

FNG / Fresh Meat
Jul 17, 2011
247
133
0
Indiana USA
www.tb-clan.org
We run a 32-man 24/7 CD server (which is typically populated between 9 PM and 12/1 AM weeknights Eastern time) and we regularly have all but perhaps 2-3 guys with pings under 100. I run in ours at about 30-40.

It is in Chicago. We just don't have this issue in our server...

 

the_Monk

FNG / Fresh Meat
Aug 4, 2011
286
145
0
We run a 32-man 24/7 CD server (which is typically populated between 9 PM and 12/1 AM weeknights Eastern time) and we regularly have all but perhaps 2-3 guys with pings under 100. I run in ours at about 30-40.

It is in Chicago. We just don't have this issue in our server...

Yeah anything under 40-player servers don't seem to have the issue. I was posting because we noticed at 32-players our server hardware and connection bandwidth was hardly breaking a sweat so we decided to up those settings (which do increase server load) to make things even better/smoother. :D
 

CrossTrain

FNG / Fresh Meat
Jul 17, 2011
247
133
0
Indiana USA
www.tb-clan.org
Yeah anything under 40-player servers don't seem to have the issue. I was posting because we noticed at 32-players our server hardware and connection bandwidth was hardly breaking a sweat so we decided to up those settings (which do increase server load) to make things even better/smoother. :D

Gotcha. The OP says he has "yet to find a server...", so I assumed he was talking about any server. My bad if he intended only to talk about 64-man servers.

And yes, we tweaked those settings on ours as well. ;)
 

EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
your not honest dude,while in server browser shows up around 50 ping once when you enter the server you notice your ping start fluctuating from 120-300....this is including everybody else in the server,I havent seen anybody below 100 ping since this last 3 patches.

My mind must have been playing tricks on me when I saw myself in-game with a 44 ping.
 
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mattlach

FNG / Fresh Meat
Oct 20, 2011
415
134
0
Massachusetts
Yeah anything under 40-player servers don't seem to have the issue. I was posting because we noticed at 32-players our server hardware and connection bandwidth was hardly breaking a sweat so we decided to up those settings (which do increase server load) to make things even better/smoother. :D

Gotcha. The OP says he has "yet to find a server...", so I assumed he was talking about any server. My bad if he intended only to talk about 64-man servers.

And yes, we tweaked those settings on ours as well. ;)

Ahh. I've only ever played on 64 player servers, as I felt this would give a "bigger" experience more like the actual battles.

I should try on a 32man server and see what kind of pings I get.

That being said, what do you think causes the higher latencies on 64man servers? A lack of CPU power, or is the host simply running out of sufficient bandwidth with all the UDP packets going to and coming from 64 clients?
 

TeaLeaf

FNG / Fresh Meat
Oct 23, 2011
51
9
0
Ping in game isn't the time taken to ping the server, it's the actual latency.

Difference between them:
Ping = Time taken to ping server. No actual processing performed, it just sends it right back.
Latency = Time between sending actual game data and receiving a response, this will be a lot higher when the server is doing more processing and interpolation and all that crap. (When there are more players)

With a low player count they are going to be about the same, with a high player count latency will be a lot higher. It's the same in every game, they just show you ping instead of latency to stop these questions being asked.

At least, that's how I understand it.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Not that I haven't posted about this issue enough already but here goes again....


When the SWEET clan initially posted about modifying settings like MAX tickrate and connectionrate etc. on servers I listenend, made changes and tested various configs with our clan exhaustively.

Here's what we did:

While our 32-player server never taxed our hardware (never broke 20% CPU usage etc.) or our connection bandwidth we were aware that doubling the MAX tickrate setting from 20 to 40 also pretty much doubles CPU usage so we did the following:

1. Changed the MAX tickrate from 20 (default) to 40 and also doubled the connectionrate.

2. For testing lowered our player count to 24 just to be on the safe side (due to doubling of values in point one the CPU was now to be effectively doubled as well).

3. Made changes to our local player config (to take full advantage of the connectionrate settings made in the server config)


Here's what we found:

1. the variation in the amount of "leading" having to be done for shooting targets became much less and overall became more consistent.

2. we could swear we were able to see more bullet strikes/impacts.

3. for the lack of a better way of putting things........it seemed like bullets now "flew faster"?

All of those things made for a much more enjoyable gaming experience.

We've even had (although we are located in central Canada) people from the EU playing in our server who noticed a difference.


While we believe (as do some other clans who've also made those changes) that this has benefitted our server all of this may in fact mean nothing.......

Can you provide the ini settings on client side you mentioned. Further more, will changing these values have a negative impact when playing on servers that did not double their tickrate?
 

Faneca

FNG / Fresh Meat
Sep 16, 2010
1,150
778
0
Portugal
I hate this freaking lag. What is the worst that is that ALL servers are lagging like hell.
When playing you can get kills stolen from you because of the lag and you frequently have the game acusing you of speed hacking because of this.
 

mattlach

FNG / Fresh Meat
Oct 20, 2011
415
134
0
Massachusetts
I hate this freaking lag. What is the worst that is that ALL servers are lagging like hell.

Agreed! :( (though apparently I need to check some 32 player servers to see if they are any better)[/quote]

When playing you can get kills stolen from you because of the lag

That should not be a concern to anyone who plays this game. As long as someone on your team gets the kill, it furthers the team goal. This game is not about individual performance. K/D ratio, number of kills, etc. don't matter. It's all about the team meeting its objectives. :rolleyes:

The part where I am frustrated is when I am trying to support an attack on a capzone, and not successfully killing the defenders because of high latencies leads to my death, and possibly turns a successful cap zone attack into a failed one.

and you frequently have the game acusing you of speed hacking because of this.

This has happened to me once. The lag became so bad that I was bouncing all over the place (on a server I ping under 30ms to in console), and then the game accused me of speed hacking. I was scared for a while that it was VAC, and my steam account was in jeopardy due to a buggy false positive of a hack. :eek:
 

Lush

FNG / Fresh Meat
Jan 6, 2011
374
91
0
England
www.thepara.co.uk
I have tested our servers up and down slot numbers to find what ours can handle and have settled on 38

Having this number, pings dont rise, i have a 50 ping, there is no lag.

In my opinion a lot of this has to do with people trying to have to many slots on their servers, if we go to 40 slots on our servers pings start to rise.
 

MrHat

FNG / Fresh Meat
May 4, 2009
69
40
0
This is definitely an issue related to servers running too many slots on their servers. I really think TWI should officially cap it at 50 right now. Most 64 man servers are full of lag and warping.
 
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