Campaign/Spec Ops Question

Now I have faith in 343 to do Halo 4 justice, this is just a general concern of mine. The campaign in Reach and firefight (which I’m glad is being replaced by spec ops, ODST’s firefight was brilliant and Reach just butchered it) are great, this is also including Anniversary.

The issue myself and many friends are hitting is the lag is unbearable. Both firefight and campaign in reach will almost always lag unless I’m playing with friends who live close near me. I’ve read online that it has something to do with server set ups, gameplay mechanics etc (many different reasonings) and there are forum threads complaining about this. Anniversary is unbearable to the point of you cannot even play through Live.

Both multiplayer systems are flawless, which is good. Now before everyone says it’s my connection, our fault etc like most do in similar threads. The firefight, campaign and multiplayer are all flawless in halo 3 and ODST. No lag, no loss of framerates nothing, it’s perfect. The firefight in ODST is the weirdest being that it’s more involving than reach’s but somehow maintains perfect gameplay where I’m lucky if my team isn’t gliding around in Reach

No other games/game series I’ve played have I ever come across lag to the extend of halo reach/anni through NPC warfare with friends via Live.

My concern is will Halo 4 follow the same set up? I wouldn’t be as worried but Anniversary is under 343 and the lag there is worst than Reach’s itself. Has this problem been addressed? I’m trying to see if anyone knows if 343 is going to prevent these lag issues.

I certainly hope so, especially with spec ops being a replacement to firefight. Hard to keep that idea alive if it will lag uncontrollably.

Thanks in advance for any extra info!

I don’t know how ODST’s networking model worked, but Reach’s campaign and Firefight use a synchronised model. Basically, each person has to revieve all the data packets from the host before the frames render, that way everyone experiences the same things. Of course, due to connection issues, you get that if one person is lagging everyone does. In multiplayer, if you don’t get all the packets, it only affects the lagging player.

The problem with Reach is just that it takes a lot of processing power for things like Firefight to account for the AI. As for Anniversary, well, its a ten-year old game that was never designed for non-local co-op. its a miracle they got it to work at all.

halo 4’s engine seems to handle processor stress better, so the lag shouldn’t be as bad if they’re using the Reach network model.

> I don’t know how ODST’s networking model worked, but Reach’s campaign and Firefight use a synchronised model. Basically, each person has to revieve all the data packets from the host before the frames render, that way everyone experiences the same things. Of course, due to connection issues, you get that if one person is lagging everyone does. In multiplayer, if you don’t get all the packets, it only affects the lagging player.
>
> The problem with Reach is just that it takes a lot of processing power for things like Firefight to account for the AI. As for Anniversary, well, its a ten-year old game that was never designed for non-local co-op. its a miracle they got it to work at all.
>
> halo 4’s engine seems to handle processor stress better, so the lag shouldn’t be as bad if they’re using the Reach network model.

I hope so. I really don’t get how they managed to make halo 3 & ODST work so seamlessly but reach/anni can’t. Especially the firefight by comparison. ODST’s firefight involved multiple wraiths/vehicles waves etc and reach might throw in a vehicle here in there but it absolutely tanks lol

Thanks though.

> > I don’t know how ODST’s networking model worked, but Reach’s campaign and Firefight use a synchronised model. Basically, each person has to revieve all the data packets from the host before the frames render, that way everyone experiences the same things. Of course, due to connection issues, you get that if one person is lagging everyone does. In multiplayer, if you don’t get all the packets, it only affects the lagging player.
> >
> > The problem with Reach is just that it takes a lot of processing power for things like Firefight to account for the AI. As for Anniversary, well, its a ten-year old game that was never designed for non-local co-op. its a miracle they got it to work at all.
> >
> > halo 4’s engine seems to handle processor stress better, so the lag shouldn’t be as bad if they’re using the Reach network model.
>
> I hope so. I really don’t get how they managed to make halo 3 & ODST work so seamlessly but reach/anni can’t. Especially the firefight by comparison. ODST’s firefight involved multiple wraiths/vehicles waves etc and reach might throw in a vehicle here in there but it absolutely tanks lol
>
> Thanks though.

Reach’s engine generated a lot more stuff per frame, AI units, particles…it has to send a lot more compared to previous games. That’s probably the main reason for your lag. More packets have to be sent, so it takes even longer for players to synchronise data with the host. At the end of the day, it really comes down to your connection.

And again, Anniversary used the orginal CE code. It was never meant for online play, so there was always going to be issues.

Well as for ODST, when I play with a friend of mind, he gets laggy…

The technical aspect (lag and all) of halo 4 might be the thing that makes it either succeed or fail.

this is the 21st century… there should be none to minimal lagg!

> this is the 21st century… there should be none to minimal lagg!

I’m gonna LOL if in a hundred years from now that they still have lag.

> > this is the 21st century… there should be none to minimal lagg!
>
> I’m gonna LOL if in a hundred years from now that they still have lag.

I’d weep for our generation lol. And that’s odd ericky, I’ve played with about 6 different friends and have all been great for odst, only 1 of them I can actually play reach’s campaign/firefight without lagging lol. And anyone not in Canada, it’s a train wreck lol