Definitely noticed it last nice in tac slayer and fiesta. Could barely get kills even with landing the headshots but was getting kills from body shots with 1 shot headshot kill weapons.
It always seems to rear its ugly head after about 30 min to an hour. Restarted the game sometimes helps.
I thought 343 had addressed or attempted to fix. However, with the latest updates my game feels off like the de-sync has gotten worse. I’ve had some really laggy moments in a couple matches. It’s made multiplayer almost unplayable for me.
I wish I had your experience. Ping is irrelevant for my game stability. Almost every single game has desync issues and most games are unfairly gross with how blatant it is
Problem is, that you see only your ping. You dont know which ping or how stable the connection of the other 7 player is.
Different ping / latency in the same lobby are difficult to be proper syncronized. So i would prefer to play in my own region, even when it means that i have to stop playing because there are not enough player in my region.
The last few matches i had a ping from 80 ms to 180 ms. First time a played a match where i had a ping of 180 ms. Just impossible to get kills. Unpredictable grenades, died from nowhere, just a mess.
But i didnt quit. Otherwise i would have risked to get banned.
Desync has never been improved. Halo infinite still runs on the same code being processed by the same 13 garbage 30/60 tick servers and the fact is…it isn’t going to get any better. I have a fiber optic 0 ping internet connection and a $6,000 dollar PC gaming setup and I have Desync absolutely EVERY SINGLE GAME. Matchmaking is programmed this way intentionally to allow players with 7 year old consoles to matchmake in the same lobby as me just so 343 (Microsoft) can possibly keep a larger player population buying their unoriginal armor skins. My modern system is literally ahead of a gen 1 Xbox one by a full second and the servers are designed to “rewind” my game and kill me when someone playing on their outdated junk finally sees me and shoots at me. I wish you could experience it the way I do. It makes high-level ranked play LITERALLY IMPOSSIBLE. I can’t get behind cover without dying. I am extremely disappointed that corporate greed has ruined yet another great game.
I feel the same. It’s almost every match I try to play and so aggravating! I get killed around corners, one shotted, you name it. The most frustrating thing I’ve ever experienced while playing. Oddly enough I experience less during BTB for some reason.
I have noticed that whether or not you observe desync somewhat depends on your play style.
My friends that like to play more at a distance and are better at killing enemies before they get close tend to not notice much desync. They deal with some hit registration issues but that feels like the more traditional lag.
Whereas, my friends that like to sprint around the map getting up close and personal when fighting enemies are noticing desync all the time.
I think it is at least partly due to the “favor the shooter” coding and the way the server processes/rewinds data in such a way that is unable to keep up with the speed of the movements with sprint/slide/clamber.
I’ve noticed the following on the Steam PC version of the game while using a Controller…
Players getting free shots when entering LoS.
Players eating damage well after breaking LoS.
Damage failing to register.
Damage registering when it appears to miss.
Sluggish input activation (easiest to see with Sprint or weapon swaps).
The controller AA decel/pull latching off target (hard to explain but you can feel when it happens).
Players rubberbanding or their model appearing as if it has a blurring effect to it.
Some of these behaviors tend to come together and are more or less common. It’s reproducible depending on the time of day when the game is played. During “normal” hours for my region all of the above is far less common. During off hours the observed evidence indicates the dedicated server selected is in a remote region. Under these conditions the behaviors are all but guaranteed.
I’ve reached the conclusion this game operates poorly in the presence of dedicated server connectivity quality differences. It doesn’t compensate well for these differences. Frankly, Halo 5 didn’t either. I distinctly recall all of these behaviors there too. It’s just worse and more obvious in Infinite for whatever reason.
I’ve also seen games where everything fell off a cliff into the deep end. Every single player was periodically warping back to previous positions and the gameplay went off the rails. It was bizarre. Intuition suggests this was a dedicated server problem.
Fixing all this would be ideal. Regardless, I wonder if it can be fixed. This is why the game could use a mechanism for region location preference. Instead of compensating for these differences remove or minimize the conditions creating them (assuming it is what causes it). At the very least consider providing the option to favor connectivity quality over queue times.
All they did was rob from Peter to pay Paul. Forcing players to play on local servers, but not doing anything about the built in “lag compensation” only emphasizes the lag compensation now by buffering good quality connections of players to average out the lag of players who don’t pay for a quality connection.
What you are experiencing could be related to your router building up a packet buffer over time due to a limited upload bandwidth. Resetting your router, using a wired connection, or paying for more upload bandwidth can fix this. Also, check your MTU size in your router and console settings. Set them both to 1500.
And therefore resulting in a game where the quality of your connection isn’t being “molested” to as great of an extent and gameplay feels closer to the ACTUAL quality of your own client/server connection and not some artificial rendering of reality. I guess Microsoft fully believes that it is ethical for them to profit by negatively manipulating my private connection to benefit customers who believe ignorance is bliss, and probably aren’t even interested in improving at the game on a competitive level. I can think of several instances where Microsoft has used unethical and deceiving practices/marketing techniques to mislead their paying customers. People playing on a series x literally believe that they are playing halo infinite at 120fps. That is so sad to me.
I know that big team uses different servers with a lower tik rate. What you are experiencing is probably a result of games with triple the player count and increased server/client traffic limiting the servers ability to buffer as many frames as the servers can in a 4v4 match. Thoughts?
Whatever the problem (certainly not my connection) is back unplayable … entire magazines wasted on people one shot, harmless grenades, the blanking sights in a match did not score even one assist does not register a shot! It is not eligible after 6+ months of launch I hope it resolves soon