It’s not a massive groundbreaking TU or anything like that, it’s just the first update I’ve seen on Halo 3 for a looooooong time.
It’s just a little popup at the beginning of the game, but still. XD
It’s not a massive groundbreaking TU or anything like that, it’s just the first update I’ve seen on Halo 3 for a looooooong time.
It’s just a little popup at the beginning of the game, but still. XD
It’s most likely intended for when it becomes free
I’m wondering myself what it does.
I just played with some friends online, and I had the smoothest Matchmaking game I’ve ever played on Halo 3; zero lag, all times.
Odd thing is, when I play with the same friends in Firefight/Spartan Ops in Reach/4, we experience lag. This on the other hand, felt like I was playing Reach; it was extremely solid.
May have been coincidence, or they might have changed some stuff up for the matchmaking.
Either way, I’m interested to see what happens in four days.
They need to add Halo 3 File Share Support to Halo Waypoint.
> They need to add Halo 3 File Share Support to Halo Waypoint.
As long as it would affect ODST also, I agree
> I’m wondering myself what it does.
>
> I just played with some friends online, and I had the smoothest Matchmaking game I’ve ever played on Halo 3; zero lag, all times.
>
> Odd thing is, when I play with the same friends in Firefight/Spartan Ops in Reach/4, we experience lag. This on the other hand, felt like I was playing Reach; it was extremely solid.
>
> May have been coincidence, or they might have changed some stuff up for the matchmaking.
>
> Either way, I’m interested to see what happens in four days.
That’s because Firefight and Spartan Ops use a different networking system compared to regular mp.
This is how it works for the Co-op game types
> Halo Reach uses 2 different network models for online play. Co-op and firefight run on a “synchronous” network model. Let’s say you are playing 4-player co-op. One player is the “host”, the other 3 are “clients”. All 4 players load the level, and all 4 players start the mission at the same time. Now, when a “client” presses a button, such as ‘jump’, their xbox sends a signal to the “host” xbox, telling it what the client player is doing. The host box receives these signals from all 3 clients, then calculates every movement, bullet fired, damage done, etc, and sends the updated information out to all the clients, who’s xboxs then reproduce the changes. But, the host will only send out these updates when it has received signals from all 3 clients. It does this to maintain accurate and consistent information across all 4 players (In other words, all 4 players are seeing the same things in the same places at the same time).
>
> This is where the lag comes in: If just one of the players in the game has a bad connection, it slows down their ability to send information to the host, which means the host has to wait longer before it can send out gameplay updates to the other players. So, even if you are a client with a great connection, and the host has a great connection, you can still get major lag if one of the other clients has a slow connection.
>
> This is experienced as a sort of input delay (the game will not instantly react to your button presses).