with these sorts of games the server usually runs the simulation and player just sees the projection of that, hence the input delay as it needs to go over the network to the server and back to give you feedback, typically
and in singleplayer or lan, you run everything yourself, lan server being ran on host’s computer while anyone else sees projection on their end
I wish you could do Direct IP connect wirh DE to bypass such servers and reduce connection complexity, and probably latency at times. Would come in handy for when they do server maintenance, too
pls dont say anything which you dont know.
RTS games run on deterministic simulation. Meaning you calculate every single events in a fixed timestep and the game state can be recorded as long as input + rng + tick sync is good. So game is actually calculate all across machines. Thats why in past game was p2p.
What AoE2DE does is still kept the same except it uses some form of hub to combine connection into one. Therefore less lags than before. “Servers” main job is to pass data and that’s it. I could be wrong but AoE1DE it sure all players connects to 1 host player as “Server Hub”. Think that kinda changed later on but again fundamentality mostly same thing. Now you have independent servers.
So in other words there is no projection your PC calculates it all. Even responsible for the decision of AI players as well because RNG is calculated at same manner. Input is recorded all across players at specific tick counter.
Now issue could be atleast from what I know of is due to 2 things mainly. Firstly bad GPU management like useless main menu UI images isnt flushed out. Secondly they didnt solved the time to send input data properly at higher ping with taking more players into account. Even the issue could be happening from other internal issues as well. Like bad pathfinding which game actually suffers from now.
Do you know: does the lobby host’s PC calculate all the AI decisions, or is that shared between all human PCs in the match, or?
everything is client-side and its due to nature of deterministic simulation, being host hardly matter as client-side player will always take the same decision at specific fixed step. So its automatically shared between all human PCs.
Rule of determinism is:
- Same input across PCs at specific tick
- Have the same RNG
- use fixed time step
As long as 3 rules are met and AI is part of fixed time step then it makes automatically synced from client side. Altho in past AoE2 couldn’t solve the issue until Userpatch came in. Since the concept was somewhat new to devs.
i’m glad someone that knows the backend better came forward to explain, but maybe next time write the facts you did without the rude opening, after all, how can you know i don’t know, i don’t recall disclosing my job details or education, if i did then it’d be logical to say this if it wasn’t programming related
other then that, ty for the detailed deep dive, the more we know the better, i do have one question, could they write the current LAN to not require internet connection and instead fall back on direct IP if there’s no internet?
I had to say it because many were already claiming things about the game without actual knowledge of the game before you already. Even making big claims. So I had to step in this way. Sorry if my approach looked rude.
Technically possible currently LAN mode is broken for years and they still aren’t fixing it. So if server breaks down then you’ll have to write your own server code based on how data is sent and being received in client side aka the game. Meaning you’ll need a skilled reverse engineer modder to make a new server and some modification to current code to have direct IP connection. That is if they dont bring back LAN again If they bring back LAN again then the process would be simpler. But will need some modification to the main server executable. Can be complicated depending on the situation like no symbols for the server code.
no real offense taken, we’re decent folk here
ye i did notice lan acting weird, the no internet no multiplayer thinking (not a good thing for when servers eventually go down) ain’t healthy longterm, but ig at least its there somewhat just needs more work, but who knows if that work will occur outside of modding, which thankfully isn’t really restrained in any big way
COOL HISTORIES BROS !
but what is the fix?
What are we suppose to do if we want to play a 4x4 or 3x3 or 2x2x2x2 with 300 population as long as it takes to finish the game without lagging, frezzing or crashing online?
NO MORE HISTORIES OR BLA BLA BLA … THE FIX ONLY !
Hopefully they fix it before some potential future day when MS possibly closes down any and all dev work on the game or the studio(s) involved, and potentially also shudders the online multiplayer server component completely.
I’ve seen it happen way too many times in gaming, including with EA games
If current devs could build and release a direct IP component into the game now while they know the code and know what to do, that would be great. Or even if they build it out now in preparation for the potential fateful day of studio/team closure and release the patch shortly prior to disbanding, that would be nice, as well
For me is only lagging in the lobbies and maybe when I play Extreme AI with other players…
Hmmm some 1v1v1v1 and 4v4 games have been lagging for me recently. I played one yesterday and it didnt lag. Maybe the latest update fixed it
Thought it was my internet
I dont even care anymore buddy !!!
go search the boards still a lot of issues …just unistall this piece of crap and go play a game that works online and you can have fun with other gamers !!!
any update these HB-1s make game gets worst !!!