Unstable packet loss every single damn game!!! infinite is boarder line unplayable on PC at this point. I have over 100mbs internet, a top notch gaming computer, incredibly low ping annnnnd this is the only game where this happens. so i think i can say with confidence that it’s got to be the servers in this game. is anyone else having this problem on PC??? and its only been happening for like 2 weeks. the beta ran smoother than the final game…
Same here. Some nights its fine and other nights its brutal. Tonight was 50\50. I have stable internet connection and no packet loss from the ISP. I worked out my teredo issue and that cleared it up some for me
Agree with poster above me. Its 50/50. Some games everything registers perfect, and others nothing connects. And its not just for PC.
Agree, I went down the normal PC player route troubleshooting for hours to try and find something else other than the netcode for this game or whatever is going on. Every few matches I will get kills that show up and are not counted towards my quest.
It took a little detective work from all of the players since 343 doesn’t really communicate about things like this. But all of the major technical problems in Infinite can be traced back to the desyncing between the player’s client(game) and the Infinite servers.
Basically, your Xbox or PC has the game on it, but you are accessing the Multiplayer portion from the servers over at 343/Microsoft or where ever they are. And because these are relatively brand new servers there can still be high packet loss even during low pings. This is due to the coding and other under the surface issues that usually gets ironed out after a handful of stability patches.
What all of that means is: what YOU are seeing on your screen is not necessarily what the Server is seeing at that exact moment.
Here’s an example: You and opponent meet, each shoot at one another with BRs, both of you move to take cover while ‘one-shot,’ but as you move towards cover, your packet loss goes high for a second or two causing a half second delay in your screen and the server’s screen, so even though you saw your Spartan get safely behind the cover, the opponent saw the Server screen where you were still a half second behind and died as if you were out in the open.
This is most likely why melee(and the lunge) isn’t working correctly, or why some shots don’t register, or why explosions seem to be ineffective sometimes and so on and so forth. These problems are standard in multiplayer games but are much more obvious when a team isn’t actively working on them. These things WILL be fixed, but the real question is: how many patches will it take to get it right.
It’s a good writeup but there are a few more points to add to how all of this works.
Given that there will always a delay between client and server (and your opponents client) it’s not feasible to keep everything in lockstep (lockstep processing was done in the original Quake on LAN). So in order for you to get a fluid game the client does client side interpolation. This means that e.g. until told otherwise your client will keep an enemy player running in the same direction they were traveling. If everything works correctly and you have resonable ping this won’t cause an issue as they will maybe have traveled one step too far before the actual update from the server arrives correcting things. All in all you will never be in perfect sync but close enough that it won’t matter much.
The curious thing seems to be with Infinite that some information gets lost, it’s not correctly detected that it has been lost and as a result you don’t get a bit out of sync but rather you’re missing some intermediate state and therefore eveything is off and stays off constantly.
Packet loss in general can happen on the Internet (or on your local Wifi). Some protocols like TCP make sure they are delivered eventually but eventually isn’t really a solution for real time gameplay (a packet delivered 1 second late is of no use to anyone). Therefore UDP is used which does not ensure delivery, so the software (game server/client) will need to handle this. And it seems that’s not working quite the way it should. On the other hand it’s possible that some information gets lost during server side processing and is never communicated to affected clients leading to the same result.
Anyway - I hope they’ll be able to fix it soon.
I’m not familiar with exactly how it is done, but I get the overall idea of it. The sync is never perfect which is why there is aim assist and bullet magnetism etc. And something is definitely off with Infinite’s desync, that’s why it’s really going to depend on how many patches it will take for 343 to fix everything.