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Multiplayer Lag


Guest jubjubjub

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Guest jubjubjub

I have often played 4 human vs 4 computers in AOK without too much lag (TCP direct), but GB seems to lag REALLY BAD in this scenario.

 

I was trying this out (3 PCs on my LAN + 5 computer opponents) and after 5-10 minutes (retested twice to make sure) the game stutters such that you get one-half second of movement and one half second of freeze.

 

I replayed AOK with the same settings just to make sure it wasn't my PCs, and AOK played fine for 1.5 hours. No stuttering.

 

Settings: giant map, hard, conquest, 200 pop limit (but didn't even get close in 5 minutes), standard start, highest resolution.

 

I tried it on 2 hosts, same problem: #1 1333MHz, 512MB PC2100, Win98SE, GeForce3; #2 1200Mhz, 256MB PC133, Win98SE, GeForce2. Both are on the same LAN connected to a 512kps cable modem. I have 3 IP addresses and played TCP/IP LAN, TCP/IP Internet, and on the Zone (made no difference).

 

I played the same settings on single player without any problem, except for slight slowing/lag later in the game with a lot of units.

 

Has anyone played a large MULTIPLAYER game (over 5 players) with any different results? This stuttering makes the game unplayable except in small games.

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Guest WC_heavyarms

something IS wrong. It has very few graphics better than AoK, but it lags about 5x as much. I could host fine before in AoK. Now, there is a big lag problem. Maybe they will Update?

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your first problem was a GIGANTIC MAp......you should never use a map size larger than 6 player......large maps, due to processing threads make the game have to process more and more,.....in turn lagging it........yes i have noticed that GB lags a lil more than AOK......but its to be expected on a game that is remade off a previous engine.......obviously LA didnt consider engine stability when making this game, as it is unstable in places

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Guest jubjubjub

Could you elaborate a little on that? There is no problem when playing giant maps with 8 players on single player (no network communication). Add in network communication and it lags bad, as I have previously described.

 

Are you saying the additional processing to send/decipher network messages is causing the lag? Are you saying it processes areas on the map that don't have any activity (I was using the "forced deployment" map, so only the tiny islands around the border had any activity). I just want to make sure I understand what is going on. Normally unit count causes lag, and playing a smaller map will cause more battles and keep unit count down.

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Guest Wanderer_Man

See the little button next to the idle worker that looks like a mountain? Thats toggle mini map terrain off/on. Have all members toggle it off it lags, it will help.

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Guest Lord Tirion

You guys are forgetting a biggie. When you play against comps, you even notice that not one of their units ever sits still? Thats because the comp controls each unit throughout the whole game so its like playing against 200 opponents instead of one opponent who can only control a certain amout of units at a time. With all that information being processed on each particular unit, lag is incredible. And you had 4 comps.. so multiply all that information going back and forth 4x.

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Guest jubjubjub

We are getting a little off track here.

 

It works WITH THESE SAME SETTINGS when playing AOK: Conquerors without lagging. GB is using the same engine.

 

GB lags bad with less than 25 units x 8 players IN MULTIPLAYER MODE ONLY (5 minutes into the game)

 

I can play the same game in GB in SINGLE PLAYER MODE with 7 computer controlled civs with 200 units each without lag, even after all of them hit the pop limit.

 

8 players (6 computer controlled) x 200 units on a giant map plays fine in AOK in multiplayer mode. Not even close in GB.

 

I am going to try different combinations of map size and unit limits and civs to try and better understand this.

 

I currently can't play the type of games I am used to playing (with AOK) with my friends because of this lag.

 

 

UPDATE: I tried a 6-player map. No difference. At 4:16 into the game with 12 units for me the game would go for one second, pause 3 seconds, go one second, pause 3 seconds, ..... Time to try something else.

 

UPDATE 2: Seems to be a TCP/IP issue as IPX is very speedy with no lag. IPX with 6 computer players and 2 human, 200 pop limit on giant map has no lag, at least in the first 21 minutes.

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