Tequatl Now Kills With Lag
Sadly, it doesnt matter if your comp can handle it or not… Because Anet servers cant. There’s still a 2-3 second delay on everything you do, including any evasion and stuff… Up until half the raid realize they’re not gonna make it and just zone out, but then you’re too few players and 75% of them are just waiting dead on the ground anyway… So you cant complete it anyway… Sad to be defeated by server capacity, rather than game/fight mechanics…
IMHO, a large part of the problem is lack of a particle effects adjuster. Those do wonders for reducing lag.
I don’t get it, am I the only one here who has no lag whatsoever? (And yes, there are a ton of people around me, still no lag). I use medium settings btw.
~Sincerely, Scissors
You may be Windu. It’s still a problem though. One of my favorite things so far, was not being able to see the wave coming at me. I run the game just fine on my current settings, but if I want to go do Tequatl, I’ll have to lower them.
That wave… Thaaaat wave. There’s three ways it could happen for me:
1. I see the wave coming, I dodge it ezpz
2. I see the wave coming, I get slammed when it’s still a few feet in front of me on my screen
3. I see absolutely nothing, and I get slammed
The most common lag at these large scale battles is server-client communication lag, not hardware lag on the player’s side. You notice it when skill execution has delays of several seconds or when you still get damaged from mobs, although you already ran out of their range. I guess this happens because of main servers and overflows sharing hardware or data connections, which are overloaded when too many players are in one zone. Another possible reason is client engine lag due to too much incoming information, which may not be hardware related but a limitation of GW2’s engine, which does not seem to be built for huge scale fights.
Actually, a quick check when it lags like that, for tequatl, shows that it’s either your second option, that the engine simply cannot handle the amount of data, or, it’s between the server, and a backend at that server and not between client and server, because that part, is just fine even when lagging extremely…
I am giving up for now, they released a new build that solved the dsct, but it still lags a lot, and not for everyone. Does it have to do maybe with our internet connections?
because that part, is just fine even when lagging extremely…
I think GW2’s engine has some built in tolerance for lag and the client-server communication does not constantly update position data, but rather leaves some of it up to the client to some degree, which is why you can still move fairly uninterrupted without so called “rubberbanding”, even while experiencing skill lag, because this client interaction requires confirmation from the server.
because that part, is just fine even when lagging extremely…
I think GW2’s engine has some built in tolerance for lag and the client-server communication does not constantly update position data, but rather leaves some of it up to the client to some degree, which is why you can still move fairly uninterrupted without so called “rubberbanding”, even while experiencing skill lag, because this client interaction requires confirmation from the server.
Im quite aware yes. But if the data latency of the communication client<→server, is less than 70ms (which we can see due to TCP being used for the data), then it’s not a client-server lag, but rather entirely on clientside, such as in the engine itself, or on the server, or between the server you are connected to, and a backend server.
Sadly, it doesnt matter if your comp can handle it or not… Because Anet servers cant. There’s still a 2-3 second delay on everything you do, including any evasion and stuff… Up until half the raid realize they’re not gonna make it and just zone out, but then you’re too few players and 75% of them are just waiting dead on the ground anyway… So you cant complete it anyway… Sad to be defeated by server capacity, rather than game/fight mechanics…
A very important thing, often the “lag” is just kittenty hit detection and like 6~8 year old engine GW2 is running on… Like the jump pads overshooting, the Waterfalls in Sab, the Shadowfall of Liadri the waterwaves and earthquakes you can avoid “by jumping over them” (and with that i mean a second after or before ignoring the animation since its rarely correct with the actual wave that can also multi-hit you if you move).
I don’t get it, am I the only one here who has no lag whatsoever? (And yes, there are a ton of people around me, still no lag). I use medium settings btw.
Or you are on a lower population server?
I am on Fort Aspenwood and the lag on ANY world event is horrible and my computer is not that old, has a good video card and my net connection is 35+mbps.
It’s Anet’s server’s that have the bandwidth problem.
Sadly, it doesnt matter if your comp can handle it or not… Because Anet servers cant. There’s still a 2-3 second delay on everything you do, including any evasion and stuff… Up until half the raid realize they’re not gonna make it and just zone out, but then you’re too few players and 75% of them are just waiting dead on the ground anyway… So you cant complete it anyway… Sad to be defeated by server capacity, rather than game/fight mechanics…
A very important thing, often the “lag” is just kittenty hit detection and like 6~8 year old engine GW2 is running on… Like the jump pads overshooting, the Waterfalls in Sab, the Shadowfall of Liadri the waterwaves and earthquakes you can avoid “by jumping over them” (and with that i mean a second after or before ignoring the animation since its rarely correct with the actual wave that can also multi-hit you if you move).
Naa… It’s a sideeffect of exactly how the movement is coded… Basicly it’s like this… Whenever you move, your client sends relative movement data, such as “Im moving in direction X, at speed Y” And then when you stop moving your client sends “Ok I stopped moving now”. In between there, it also sends absolute coords to update position to make sure the data will be the same on server and client in the end. Otherwise you would get a drift of your position… Now, here’s the kicker… If the position you send the server, is close enough to the position the server has calculated you to be at, then the server accepts your position, and starts calculations anew using that position instead… If you are too far away, it instead responds to the server with where you should be, and your client will instead update accordingly… This caused major problems with stuff like sanctum sprint, because your position when you activate a jump skill, could cause you to jump outside the range, resulting in a bungee effect, MID JUMP… To resolve that, they now always send your absolute coordinates whenever you activate any skill, which means the server will always have the correct position to calculate a move from. This solves midjump bungee effects when using skills, but it can still happen for normal movement, if its lagging… That’s why you can still get such effects in SAB and arena, where you dont rely on any actual skill to move you…
Tarnished Coast – Same problem here. Intense lag followed by disconnect. Went back in and happened again. Then a third time, same thing. By then the event had ended in failure. Numerous people in map chat had the same kind of experience.
Edit: this was in an overflow, in case that makes any difference.
Skill lag is Anet’s servers. You can’t do anything about it.
Low FPS is your computer. Lowering your settings will help.