I was happy when I read that EA released servers in Argentina. That's good for argentinians and players very nearby them who have a good latency to those servers but in my case, I am being routed to Argentina servers, I am in Bolivia, with a pathetic result of an increase in latency of 20 ms (110ms average) which is…
I read that EA released servers in Argentina. That's good for argentinians and players very nearby them who have a good latency to those servers but in my case, I am being routed to Argentina servers, I am in Bolivia, with a pathetic result of an increase in latency of 20 ms (110ms average) which is completely unplayable…
Servers and delay compensation are back to being trash in this patch, EA just can't stop fiddling with delay compensation and keeps making it worse, and worse, favoring stupid frame smoothing over freaking input delay compensation.
That's an over simplification. Okay, there's an over boost on pacey players when they are sent a through ball, and the defense reacts too slowly, all players always take too much time to change direction automatically, that should be mitigated but there's also the fact that you should have no delay when turning when YOU…
This game's speed requirement is very low, it's in the 15 - 30kb/s or around that, which isn't a factor. What is causing all this delay is the use of servers instead of having a proper P2P netcode with anti lag switch measures and somehow IP masking implemented.
Not only an explanation with little change onwards (with just some touches to irrelevant server configurations) but a fundamental change. It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
I think this game also needs to go back to the first or second patch it had with just a few specific changes that were actually a progress. Most of the changes have just come to derail the gameplay. I can't even defend manually because the players never react quickly to my manual directing, even on Squad Battles.
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on…
That is a clear example of the existance of servers causing an unnatural redirection when you both could be playing on a direct and perfect connection with no third parties involved increasing a hop and doubling input delay, not to mention that you surely have a really bad latency to the german server which is the point I…
Worse than ever. Servers need to be eradicated or at least give us an option to use P2P, and the team responsible for pushing servers as the primary netcode option have to be fired. Servers double input delay, redirect people to 4.000 km away servers, increase latency to 150 - 250ms when you could be playing under 10, 15ms…
Servers need to be eradicated or at least give us an option to use P2P, and the team responsible for pushing servers as the primary netcode option have to be fired. Servers double input delay, redirect people to 4.000 km away servers, increase latency to 150 - 250ms when you could be playing under 10, 15ms with half the…
Servers netcode model already killing this game's online, I still don't understand how the team responsible for deciding using servers instead of P2P isn't fired yet.
EA Andy or whoever, it's time EA pronounces themselves about this awful issue we are enduring for so many years, it's time radical measures are taken in order to change it because in the long run it won't be us who will be affected: there are a lot of things to do in life and regarding entertainment there are a lot of…
I just played a game after 2 weeks and let me tell you, God, servers netcode is EVEN, I don't know how they could do this but servers netcode is causing EVEN MORE DELAY THAN IT WAS CAUSING 2 WEEKS AGO. Like I'm sure they patched something to ADD ADDITIONAL DEFAULT DELAY TO OUR CONTROLLERS, I MEAN, WHAT IS WRONG WITH YOU…