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Bad Host Bad Fps?


SergeOvD
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Well no, but it could certainly lead to random enemies or allies teleporting around.

Dude i need info from devs.

 

Mission with my host give me and for other guys in my group better and more stable fps than if other guy with bad rig host it.

FPS depends on your machine, not internet. Bad host means drops picking with delay, no reason melee stealth finishers, no reason dying, enemies teleporting, players running in place, etc.

Say it about arma and few other games where bad host rig can give u bad avg fps.

Edited by SergeOvD
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Host side:

-Bad FPS can cause lag for other players (due to machine unable to process information and send it etc.)

-Bad internet can cause lag for other players

 

Client side:

-Bad internet means enemies can teleport around (damage is calculated client side, which is why I think a slightly laggy PvP player has some advantage)

-Bad FPS means the game will run at low frame rates (duh)

*as a client you have no effect on the Host, except maybe some few rare occasions in the loading screen

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FPS depends on your machine, not internet. Bad host means drops picking with delay, no reason melee stealth finishers, no reason dying, enemies teleporting, players running in place, etc.

I'll introduce you to the fact that Diablo II actually limited every clients' framerate to host's. How many games do similar thing nowadays? No idea.

 

Problem is, client performance isn't always completely independent from the server.

Edited by Mofixil
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I'll introduce you to the fact that Diablo II actually limited every clients' framerate to host's. How many games do similar thing nowadays? No idea.

 

Problem is, client performance isn't always completely independent from the server.

As in synced them or what? That is very odd

 

Warframe might be able to achieve this behavior but host migration would happen too fast :/

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Comments claiming that the FPS will run the same regardless of host connection aren't entirely true.

 

Significant amounts of frame stuttering/delay can be noticed in games where a host has an intermittent connection that, when regularly pinged as part of the net code to see if it's receiving-sending data, can cause momentary stutter/delay as the game decides whether or not it should be kicking back out into a lobby due to the host's connection being 'gone' for every 1/5 instances it pings the host.

 

Whilst most gaming rigs can overcome the extra data being juggled as the game decides to continue or quit with the host, some rigs that are either just below par or experiencing super intermittent connection issues will get stutter that will likely pick up even on the fps counter in game (likely because it is a post-process reading as opposed to pre-processed).

 

you want an example of frames being dropped like this? look up any fighting game where your host is in a country half the globe away (or where the netcode is really poor).

 

Overall, Warframe's pretty good with this; the devs have mentioned before there's a lot of details that are not pinged as often as you'd think in order to reduce network load (This is super obvious in relays when you'll notice that nobody jumps correctly and will simply float 40ft in the air when they bullet jump).

 

TLDR:

Is it personally affecting your rig's fps performance? Unlikely.
Is it likely the netcode trying to make heads or tails to whether your host exists anymore? most likely.

Edited by -CM-Phantom
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Comments claiming that the FPS will run the same regardless of host connection aren't entirely true.

 

Significant amounts of frame stuttering/delay can be noticed in games where a host has an intermittent connection that, when regularly pinged as part of the net code to see if it's receiving-sending data, can cause momentary stutter/delay as the game decides whether or not it should be kicking back out into a lobby due to the host's connection being 'gone' for every 1/5 instances it pings the host.

 

Whilst most gaming rigs can overcome the extra data being juggled as the game decides to continue or quit with the host, some rigs that are either just below par or experiencing super intermittent connection issues will get stutter that will likely pick up even on the fps counter in game (likely because it is a post-process reading as opposed to pre-processed).

 

you want an example of frames being dropped like this? look up any fighting game where your host is in a country half the globe away (or where the netcode is really poor).

 

Overall, Warframe's pretty good with this; the devs have mentioned before there's a lot of details that are not pinged as often as you'd think in order to reduce network load (This is super obvious in relays when you'll notice that nobody jumps correctly and will simply float 40ft in the air when they bullet jump).

 

TLDR:

Is it personally affecting your rig's fps performance? Unlikely.

Is it likely the netcode trying to make heads or tails to whether your host exists anymore? most likely.

U know nothing dude. U are not even programmer and u can't know how this game work cuz u are not developer.

 

And u for sure don't play arma 3/planetisde 2 or other tps/fps games where bad host hardware give u bad avg fps.

Edited by SergeOvD
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Comments claiming that the FPS will run the same regardless of host connection aren't entirely true.

 

Significant amounts of frame stuttering/delay can be noticed in games where a host has an intermittent connection that, when regularly pinged as part of the net code to see if it's receiving-sending data, can cause momentary stutter/delay as the game decides whether or not it should be kicking back out into a lobby due to the host's connection being 'gone' for every 1/5 instances it pings the host.

 

Whilst most gaming rigs can overcome the extra data being juggled as the game decides to continue or quit with the host, some rigs that are either just below par or experiencing super intermittent connection issues will get stutter that will likely pick up even on the fps counter in game (likely because it is a post-process reading as opposed to pre-processed).

 

you want an example of frames being dropped like this? look up any fighting game where your host is in a country half the globe away (or where the netcode is really poor).

 

Overall, Warframe's pretty good with this; the devs have mentioned before there's a lot of details that are not pinged as often as you'd think in order to reduce network load (This is super obvious in relays when you'll notice that nobody jumps correctly and will simply float 40ft in the air when they bullet jump).

 

TLDR:

Is it personally affecting your rig's fps performance? Unlikely.

Is it likely the netcode trying to make heads or tails to whether your host exists anymore? most likely.

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