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Dedicated Servers

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Why in the world does this game use PvP connections? Any decent game (Halo, Overwatch, Titanfall) use dedicated servers and do NOT have such terrible connection issues. A racing game is perhaps the most important to have reliable and lag free multiplayer. I can't imagine there isn't the funding to pay for Xbox-hosted servers.

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Youre forgetting that CM is a MUCH smaller company than the ones who make those games. They have way smaller budgets to work with and i dont think that servers would really be possible

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Sure it's smaller but I feel even indie games are hosted. It's a general Xbox service - doesn't require some super complex capability.

My main point was that it has F1's backing, and is now a hugely publicized eSport. Embarrassing online experience given all that.

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Would it really make any difference? When you have a bad ping to a server, you will be lagging aswell, taking out other people or being taken out... The "problem" here is just the speed the cars have... Just do the maths. You driving with 180kmph, or 50 m/s. With a ping of 50ms, it would make a difference of 2.5 meters. And that's not even bad. If you make the maths for driving on 300kmph with a ping of 150ms, it makes 12.5 meters of lagg. That's almost two car-lenghs. I think a server that would calculate and simulate everything would even make everything worse...

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If dedicated servers fix some or all of the MP issues i would be willing to pay a small monthly fee. I rather pay for that than for some extra DLC. No one is complaining about the money you have to pay  Microsoft to even be online.

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echo321 said:
Would it really make any difference? When you have a bad ping to a server, you will be lagging aswell, taking out other people or being taken out... The "problem" here is just the speed the cars have... Just do the maths. You driving with 180kmph, or 50 m/s. With a ping of 50ms, it would make a difference of 2.5 meters. And that's not even bad. If you make the maths for driving on 300kmph with a ping of 150ms, it makes 12.5 meters of lagg. That's almost two car-lenghs. I think a server that would calculate and simulate everything would even make everything worse...
Good sight for details mate.

Either way this problem could "hypothetically" be fixed by a simple ping lock, e.g. ping > 80ms and you won't be able to join the (public) server at all.

However to give everyone some neutral opportunities / some good ol' alternatives the following could be implemented as well:

If you are opening up a closed server for league racing or for inviting a couple of buddies on a weekend etc. the ping lock won't exist.

Yes, a few people (shitty internet / weird location / living abroad or in a village etc.) might get some trouble finding public servers this way, still it's better than what we got right now imho and would reduce the trouble of laggy unplayable lobbies once and for all.

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echo321 said:
Would it really make any difference? When you have a bad ping to a server, you will be lagging aswell, taking out other people or being taken out... The "problem" here is just the speed the cars have... Just do the maths. You driving with 180kmph, or 50 m/s. With a ping of 50ms, it would make a difference of 2.5 meters. And that's not even bad. If you make the maths for driving on 300kmph with a ping of 150ms, it makes 12.5 meters of lagg. That's almost two car-lenghs. I think a server that would calculate and simulate everything would even make everything worse...
The current way it is done on people's Xboxes (or their PCs). Dedicated servers are much more powerful than someone's Xbox in keeping all the data in sync. You'd also never worry about things going haywire when the host decided to quit (the migrating host message). There are ping issues in every game and dedicated servers are best at handling it. Halo or Overwatch on P2P connections would be a joke.

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