Does Desync Seem Worse Now then Before?

Can’t geo-filter anymore. 343 banned it last week.

Got shot through the wall clear as day by a team of four try hards with 3 afk players on my side. I uninstalled the game. I just can’t anymore.

It’s extremely frustrating and not even remotely close to fun to be completely honest. The only reason I still play is because I’m burnt out in CoD and Battlefield 2042 is just horrible.

I haven’t played in a week. Been too busy with 12 hour shifts at work. Desync has always been a minimal for me in most matches. I did have ONE match back in December where all the enemy players were teleporting as soon as I opened fire upon them as the server re-synced our inputs and placed everyone around properly.

Hopefully this weekend is a bit more smooth.

Nah I can confirm that’s not the case at all so we can rule that theory out. My geo filter can’t be used but it still shows me the data of what server I’m connecting to and at what ping, and this is mirrored in the ping display in game.

Didn’t they have a section regarding latency compensation in the technical article last week? Those of us that have good ping may be suffering from an artificial latency compensation to compensate for those players in game high pings (ie high pings get boosted and low pings are toned back to meet on a middle ground). This may explain why there are mixed responses as some benefit from compensation and others are restricted by it.

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Absolutely and without a shadow of a doubt it.

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Oh god please no.

Lag comp absolutely ruined COD games for me. I was dying before people were appearing on my screen but suddenly if I downloaded something to clog up my connection, then it’s playable again.

It’s one of the reasons I stopped playing them. It was an horrendous experience.

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Have a read for yourself…it’s all linked to that stuff they said above favouring the shooter:

“This seems to be the issue that gets the most vocal response online, so let’s explain what’s happening. Fundamentally, this has to do with latency compensation. Latency compensation is how we handle the fact that there is a delay between actions on your machine, actions on the server, and the results of those actions being communicated to other players.

Ultimately, we need to ensure that all players are getting the best experience possible. To do this, the server has to manage the actions from various machines that are all running at different latencies. Imagine the server as the arbiter of multiple different timelines and having to reconcile everything that happened in those timelines into something that makes sense for all players.”

Source:
https://www.halowaypoint.com/news/closer-look-halo-infinite-online-experience

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Those are my thoughts exactly. I have fiber optic internet and live about 2.5 hours from Halo’s Washington state data center. My ping is usually around 20ms with some games being as low as 9-10ms and the lower the ping the worse the desync is for me. Extremely frustrating.

An interesting comment about desync is at the very bottom of the article and this may explain the increased amount of complaints about rubber banding:

SERVER → CLIENT DESYNCHRONIZATION

THE ISSUE

Players have found cases where you can permanently desync the client from the server. Usually, the moment we detect a desync, no matter how small, the client should begin correcting to the server’s position. In bad cases this results in rubberbanding, but in normal scenarios these changes should be unnoticeable. The cases where you permanently desync occur when our systems fail to detect and respond to desyncs.

MITIGATION

We have identified the issue linked above, along with some other cases where you can permanently desync, and we should have the fix deployed in upcoming builds. Keep an eye on the patch notes for more info.

Basically because desync is prevalent more people are noticing rubber banding as a consequence of their current fix…but we could be playing with small desync without the server detecting it….or essentially we pretty much always play with desync and the client is constantly trying to catch up and realign so it’s a never ending circle and process of catch up. Whilst the current build does its best to fix desync they also acknowledge that they don’t have a fix for permanent desync at the moment.

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Aye I remember skimming through that and thinking ‘favouring the shooter’ as much they seem to be is a bad idea.

I know a lot of shooters take that approach but somwthing definitely isnt right about how 243 have implemented it.

For want of a better expression: it just feels ‘wrong’ when your actually playing. As if the lag comp is sliding up and down and the desync fades in and out. It just feels disconnected from what I’m seeing and feeling.

I agree. For me it doesn’t make sense to “favour the shooter” in a game that’s all about shooting/killing but also about shooting/evading for all players. Clearly the mechanics of the gameplay and the technical side of the servers aren’t balanced, and for me that’s why it’s feels “wrong”…and there are obviously other elements including the design and performance of the weapon sandbox which may also to emphasise and exasperate these issues.

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Yup, if it was small aspect it would be easier to tolerate.

High ping has notoriously helped with “invincibility” though, right? In H5, if I was playing someone from Mexico, or worse yet, Columbia, I knew I was in for a frustrating game because hit reg just doesn’t work well with players on high ping. The game still played much smoother than Infinite though, they just rubber banded a lot and took 6-7 shots to kill. I may have been shot around corners but it was maybe one step, not a literal 1/4 second later or more.

I completely agree. There is a lot that just feels wrong or “off” about this game.