I’m surprised I haven’t seen any topics mentioning this. I am 100% for buying an Xbox One for this IF there isn’t terrible lag for CE coop, multiplayer and H2 coop. I know some answer “Dedicated servers” but is that going to fix it? If so, awesome. The (lack of) netcode for CE is probably going to make it lag somewhat, I’m guessing… it’s running natively instead of through emulation, correct?
I’d imagine they are improving the co-op lag seeing as how they have more development time for it this time around.
If you thought the co-op lag was bad, try to imagine Halo CE MM.
They actually have to cleanup the netcode (maybe even rewrite it) to actually get it to work without lag. That being said, they will probably fix the netcode issues with campaign as well.
Two words: Dedicated Servers.
Yeeaah, you can say dedicated servers all you want, but they don’t change 10 - 13 year old (non-existant in CE’s case)netcodes… The Halo Bulletin from 6/6/11:
“And multiplayer! Well that was the challenge. We ached over this one. Do we build peer-to-peer netcode for Halo 1 and simply update the graphics? Do we disrupt the Halo: Reach player base and community ecology? Or do we invest in the loyalty of those players, and the amazing new features Reach has brought to the table? It was a super hard decision, but ultimately the thing that tipped the balance in Reach’s favor was this simple fact: If we added netcode to Halo CE’s console gameplay, it would change it irrevocably. It would NOT be the same game you remembered – it would be a compromised vision of it, with the pros and cons that lag, latency and more can bring. Oh, and everyone would -Yoink!- the pistol 24/7.”
sounds like we’re supposed to sit tight and believe CE multiplayer will be dandy for MCC 3 years later? Like I said I am ALL for buying this but only after it’s been out for a week or two to see the massive lag complaints.
Altering the netcode would not change the gameplay so the explanation 343i provided was simply a BS excuse at the time. Plenty of older games that were given HD ports were given online modes on the XBLA with no issues, so why is Halo 1 the exception?
Let’s also not forget the PC version of the game (which they used for Halo Anniversary) was online enabled. They simply had no time to work it into the game and were too afraid it would interfere with Halo: Reach’s population.
> Two words: Dedicated Servers.
Bingo
http://cruellegaceyproductions.com/2011/11/12/halo-reach-co-op-and-firefight-lag-explained/
Co-op depends on a synchronized game world and to do that the host has to literally wait for client Xboxes to make sure that everyone is on the same page so to speak. If one or more clients takes longer than the rest to relay network information due to distance or congestion on his/her end then everyone in the co-op game lags regardless if you have gigabit fiber or budget DSL.
If you think dedicated servers alone is going to magically eliminate the need for synchronization or bypass the speed of light so network information is sent instantaneously coast to coast with no lag (0 ping) then you’re in for a very rude awakening come November.
To truly fix the co-op lag 343 needs to scrap the synchronous network model and go another route. Other games have done co-op flawlessly with no button lag so it’s not impossible.
^Thanks for not being one of those guys who think dedicated servers fix everything. It’s weird that, for me, Halo 3, ODST and Reach coop/firefight offered little lag(host or not) but my friends and I have had such horrible lag with Anniversary coop. Maybe they’ll use Halo PC as a basis like BS Police said, I never had much lag with that, but I am still concerned about H1/H2 coop.
Hosting on dedis could possibly permit the use of networking models that depend on more upstream bandwidth. On the other hand, they’d likely have to significantly rework the engine to actually do that.
I dunno.