maciejs

Network Compression And Congestion Control

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So much research and work.

 

Thank you for enlightening us with a comprehensive post and your constant efforts for our playing experience! It's really appreciated. Can't wait to test the results with the next update.

^

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This is a fascinating read, agreed! If that compression is as impressive as it sounds... this is really a major advance! Networking is really hard to do right, and you never hear about how everything is fine. You really just hear when it's bad.

 

Here's hoping that this change goes in smooth and calmly. No hype train, just well-wishes on this. This is the kind of stuff that determines the long-term health of Warframe - making sure its underpinnings are fast, efficient, and compatible.

 

So much research and work.

 

Thank you for enlightening us and your constant efforts! It's really appreciated. Can't wait to test the results with the next update.

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Interesting information there; thanks for the update.

 

So, from what I'm getting is that while connections aren't going to get faster (depends on the host and clients), they're likely to be much more stable and reliable over a long period of time, including managing information so there's less instances of characters suddenly slingshotting ahead or canisters taking a moment longer to explode than they should?

 

If anything, the reduced bandwith use and optimisation for clients sounds great!

Edited by Wiegraf
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This will benefit all of us and it will greatly help the long-term health of the game for sure. However, please take as much time needed to roll this out as smooth as possible, don't rush it. Thanks for the heads up!

Edited by LunskEE
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Great!

 

It's always nice to get this kind of nerd porn, having those peeks under the hood are very satisfying.

 

What about cheating more?

 

For example the inconsequential stuff, like when you open a coffin, break a crate or kill a character. 

 

When the network is congested, such as a slow internet host, the drops teleport large distances before they hit the ground. 

 

If you had like something like 256 predetermined trajectories and staggered object spawns: 

 

- cuts off the position update for the object on every packet until the object hits the ground. a single (object spawned at simulation frame 1/30 on trajectory 64) message needs to be sent and every client does the object drop by itself.

 

- staggered object spawning will avoid overcrowding the 30 messages/second, one "credit drop" spawn per message would be sent. 

 

Can you enlighten us on what is already there in this regard, and what can/is being planned to be done? 

Edited by BrazilianJoe
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This is amazing and updates and explanation etc are a big part of the reason I love warframe. It's great that you not only improve the game but also the background workings and are willing and able to tell us about them. Blown away as always by your work ethic and communication DE. Thanks.

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It's always interesting to take a peek at the perspective of a Network/Routing Programmer. It's great to hear that you're having successes with RAD's new technology, and it'll be exciting to see how this will affect player's connectivity and experience now and in the future.

EDIT: If you're in charge of networking, are you in charge of IRC management as well? It would be nice if you could look into adding a silent/invisible deghosting command in the circumstance the IRC connection needs to be reconnected (sudden internet drop out, etc etc). This would fix a lot of the problems players would have with the _1 suffix, and enable a more stable and consistent chat experience (Invitations tend to break when they _1).

Edited by Azure_Kyte
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Coming from someone with third world internet and having experienced disconnecting from our host yesterday just after completing a T4 void survival where it didn't save any progress...looking forward to these changes. :)

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this was a fun read, but the main thing that got me pumped was the fact that this is going to put in this week like oh boy

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Nice post, can't wait for this to go live on PS4. I play often with someone on a different continent in my clan and we notice a significance difference in play between host and client. For example, the player who is host will often take significantly more damage from enemies and will need to take cover, use health restores and need revives more often than the client. I almost always notice at least some difference between client and host play, but when there are many hops separating two players (which you would expect on separate continents), it is particularly noticeable. Hopefully this will help. 

 

I often try to figure out, based on the behavior of certain objects in the game, what is actually being sent over network. For example, with Mods and Fusion cores, I have noticed that when they pop from enemies they will appear in different places for each player sometimes. The "golden domes" in the void are notorious for this, sometimes the mod will drop in one place for one player, some place else for another, and another player will end up with the mod stuck still in the "golden dome." So from this, we can assume that the only thing that gets passed over network is that a certain type of mod popped from x, y, z location then local physics takes over to determine where it falls on the terrain. In the case of cannisters, the type of mod might not even be transmitted over network, as each player gets a random mod. I suppose there is always packet inspection for those really curious.

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Is that what you did to me? I felt like before my veins were running on nothing but gasoline! Thanks for making me better <3

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Thank you for this detailed report, it is always fascinating to read about developmen. :)

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So much research and work.

 

Thank you for enlightening us with a comprehensive post and your constant efforts for our playing experience! It's really appreciated. Can't wait to test the results with the next update.

Yaer, you're back?

 

I've noticed less activity from you, but I digress...

 

Edit Yaer: I never leaved, but I found my actions quite meaningless and I don't like striking without a good reason, as many of my kin. I still didn't find how to help the Tenno with my best; I keep ways since long forgotten or abandoned so for now their secrets will remain unspoken. If I see a field were my oddities are needed, I shall rise from the depths. And them... with me.

Until then, have you... a noble quest for me, Tenno? Let the Void carry it to me...

 

 

Thanks for this, this is interesting as games seem so simple, when the behind the scenes is insane ^^

Edited by Yaer
added an answer.
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