• Greetings, Agents! Welcome to the The Division Forums. It looks like you're looking forward to Tom Clancy's The Division 3, but haven't created an account yet. Why not take a minute to register for your own free account now? As a member you get free access to all of our forums and posts plus the ability to post your own messages, communicate directly with other members and much more.

Lag and getting booted

Status
Not open for further replies.

msvalkyrie

New member
I am grinding away and ever since the update last week (4/14-4/15) I have been experiencing lag and Delta errors. Is anyone else having problems? I didnt have a problem before. Is there any fix on my end? I am playing on an Xbox One.  Thanks for any input.

msvalkyrie0928

 
They gave a fix that may or may not resolve server instability, we'll have to wait and see though.

As for a cause, a generic reason(s) are here:




 
We had massive lag on PC too the last few day with yesterday beeing the worst lag day. So nothing to do with "Sony". They said in yesterdays patchnotes (for the 2nd time they shut down the servers that day) that they fixed the damage and money exploits that you could use by fast switching between weapons with different talents and what not.

The so caused malfunctioning calculations of the game mechanic where the (or just one?) reason for the heavy server load. So the  more exploiters the heavier the server load and therefore the lag. If that claim is true we should no longer expirience that kind of lag. At least from that sources.

 
The game has always been bug and glitchy. I have grown callous to them, like a nagging girlfriend, only half cognizant of them. Every day, someone in my group will drop at least once. I will say that I am impressed with the recovery most times, though. 90% of the time, after closing the program and restarting, I am right back where I dropped.

 
Battlenonsense does an excellent job explaining The Divisions netcode.
What he's describing as "lag compensation" is actually called "client-side prediction". It's compensating for you and your friends/other players lag. In a nutshell, your game acts as it's own server, and then the results of what happened instantly in your game/server are sent to the main server to be processed with the other inputs from other players games/servers, and all of them are mushed together into a uniform state where each player receives as little correction as possible. The signal that's sent back from the main server is the corrections your game/server needs to now match the uniform state. When this arrives, your game readjusts to the new positions, usually resulting in a jump so minor you can't see it, but sometimes resulting in teleporting and the myriad of other things we attribute to lag.

This is the best system we have yet come up with to make online gaming competitive for everyone...if you have a better solution, prepare to be a bajillionaire.

While the videos author thinks catering only to the high speed players is the answer, I'm not sure he can grasp exactly how much that would cost the developers in the long run, and by proxy the players. That "high cost" per video he talks about would easily double, as the games themselves would be expected to generate the same revenue, with only half the sales or less.

 
Status
Not open for further replies.

Advertisements

Back
Top