Of course lag always existed, no one is saying it didn’t. But implementing these features only worsened it. Desync wasn’t an issue in HI until then. You’re talking communications between two completely different infrastructures, it’s really not that hard to grasp. Did you even play any of those games? Did you even play THIS game? Tech test/Beta was so much more stable before crossplay was enabled.
I remember watching YouTube pvp play on pc when reach for mcc launched, and if youre using a controller on pc the autoaim was insane.
Dunno how infinite is, but if i ever wanted to play infinite on pc, i def would use a controller if its the same.
Yo mr. Swanson!
If i ever play infinite ill look your clan up.
That’s why I always say controller is not OP
defiently not by a xbox lmao… M&K destroys xbox controller easily.
Example, xbox console with xbox controller vs a PC with M&K, the M&K is OP, if it’s xbox console xbox controller vs xbox console M&K, M&K destroys easily
but on the other hand…
If it was a xbox controller on a PC vs M&k on a PC, oh yeah the controller is OP af thanks to cheaters configuring it lmao
Thats why that idiot who posted false data about xbox controller being OP againet M&K drove me nuts when i knew that guy tested controller off a PC…, not the xbox console therefore misleading & ruining the xbox community:)
Dawg, you waited an hour. People gotta sleep, or work, or are just playing Halo instead of talking about it.
Think you missed what he said. He said that controller destroys on PC, and M+K gets well, destroyed.
% agree forced crossplay is awful when you play on console, once they have that option I’ll come back in an instant especially when they fix their servers and gameplay issues, it’s pretty laughable but infuriating they force us to play with pc players especially because Microsoft knows we are at a disadvantage hardware wise and input wise
Notice how desync seems twice as bad with their monitor advantage.
https://www.eteknix.com/microsoft-will-never-force-gamers-to-compete-cross-platform-says-phil-spencer/amp/
True story, they knew if they forced us with PC, it was going to ruin the xbox community… yet… said would never force the crossplay due to PC/M&k high advantages…
They literally lied & chose $ instead of the gaming community… and i mean allvof us…
Should be mad at em, for lying & lagging everything trying hard to force for profits, its unfortunately pathetic ![]()
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& unfortunally… half of the PC community went along with the greed supporting it by downplaying the disadvantages while being selfish & going on rampage themselves damaging Halo infinite & xbox community itself…
The more PC deny, not wanting to believe facts, the more they hate & attack the xbox community for asking to please… begging… to disable forced crossplay…
Well, here’s the damages we got for ALL of us to be stuck enjoying half mass broken games with more LIES, more FORCED CROSSPLAY for $, & this is what the rest of the gaming industry future is becoming…
…
Yeah the only crossplay me and my Xbox friends would talk about was with PS not PC, it’s crazy for them to force us to play with pc knowing the data and how us Xbox players view playing with pc players, and the fact they knew just means they want our Xbox money while simultaneously selling us to the pc player base. The funniest part tho to me are the pc players crying about it not being a big deal about inputs or hardware yet don’t want us to have the option to turn crossplay off entirely or say its splits the player base ![]()
I bought my series x and previous Xboxes with the idea of only playing with others on xbox and I take no shame in saying I want it back that way
@linkline actually was just before his most recent response.
I decided to look into Overwatch’s Crossplay implementation just verify what players are saying about lag and the frequency of it. And the data doesn’t fit the claims being trumpeted.
Since Crossplay was officially implemented June 21, 2021 in Overwatch there have been 40 cases of lag reported on the support forum. Prior to that there were 120 cases (and counting) in 2021.
The frequency of posting about lag actually went down, not up after crossplatform play was added.
It’s been an issue since day 1 my guy. Whether or not it’s due to crossplatform play is still very much up for debate.
All platform infrastructures (at least in the case of Xbox, Playstation and PC) run off of Microsoft’s x86 infrastructures. At the most fundamental base level of computation all systems have never been more standardized across the board than the current generation of consoles and PC’s.
A solid majority of the time, desync usually manifests as network communication issues (lag), not differences in hardware choices.
Overwatch and Apex. I’ve had a few issues in Overwatch but they’ve been either on my end (my hardware) or my ISP’s end.
I also played Apex a bit, and remember leaving (prior to Crossplay) due to latency issues that weren’t on my end.
Yes, and I have my fair share of high ping matches. I’m asking for proof that it’s Crossplay related, and not just due to a combination of low population, matchmaking SBMM>server location, or just bad net code.
Several tests were bot only, and Beta certainly was not more stable which is why players were confused why things didn’t improve post beta launch.
Ping
Your turn.
Also for the record… of course it’s still gonna lag when disabled sometimes… but alot better than this
I’m talking way before the crossplay itself was introduc
I’m talking way before Crossplay was introduced too.
Reference my reply to @Hot_Juicy_Pie that had at least 3 times more claims of Lag in Overwatch prior to Crossplay being implemented as a recent example.
If you did the same thing with Halo MCC and other titles that incorporated Crossplay I’m certain data will be similar.
Memes of laggy servers in CoD being more painful than “bringing forth a baby” have been around since 2007. Server migration due to lag in MW2 was a meme.
Not during crossplay with the options stoop.
What?
All platforms were set standard on crossplay, thats when it started stoop… even worse when forced xbox to the PC chopshop, no disabled options…
All platforms are standardized around x86 (PS5, Xbox One Series, PC) and have been since 2017, they’re more standardized than ever. Again see my response above.
Hardware differences exist, but they don’t manifest themselves in an easily seen capacity.
Here’s a proof of my gameplays years ago
Curated and edited gameplay isn’t proof of anything. I could claim lag is in every game and link examples of my own gameplay only when I lag, it doesn’t mean every game is laggy it just shows I can be selective in my examples.
Now compare what you can barely do any… today…
You’re doing a good job of that already.
Post proof that crossplatform play is responsible for the lag you’re experiencing. I’ve been patiently waiting since last post.
decided to look into Overwatch’s Crossplay implementation just verify what players are saying about lag and the frequency of it. And the data doesn’t fit the claims being trumpeted.
Since Crossplay was officially implemented June 21, 2021 in Overwatch there have been 40 cases of lag reported on the support forum. Prior to that there were 120 cases (and counting) in 2021.
The frequency of posting about lag actually went down, not up after crossplatform play was added.
Check their actual forums for the game. Not support. Hundreds of posts.
It’s been an issue since day 1 my guy. Whether or not it’s due to crossplatform play is still very much up for debate.
You’re correct. Because they enabled it day one of open beta.
All platform infrastructures (at least in the case of Xbox, Playstation and PC) run off of Microsoft’s x86 infrastructures. At the most fundamental base level of computation all systems have never been more standardized across the board than the current generation of consoles and PC’s.
A solid majority of the time, desync usually manifests as network communication issues (lag), not differences in hardware choices.
x86 is not standardized. It’s commonly used in Intel families, and can range from 8bit, 16bit, and 32bit. Additionally, most AMD chipsets are x86 compatible, not x86 based.
Several tests were bot only, and Beta certainly was not more stable which is why players were confused why things didn’t improve post beta launch.
Only the first one was bot only. Then was bots with pvp weekend, final test was pvp.
I feel like you’re just gaslighting at this point.
M&K destroys xbox controller easily
Except, what you were replying to said that controller (especially on PC) destroys M+K. If you were putting it as: Controller (PC)>M+K>Controller (Xbox), then maybe you’d have some more grounds. However, you did go straight to insults, so I can’t be sure.
Check their actual forums for the game. Not support. Hundreds of posts.
Here’s the little trick about Overwatch’s support forum: it’s not only pretty active but common issues are often migrated over from “General Discussions” by the admins.
Discussions may pop up, but individuals raising concerns about their latency issues do end up in support making that subforum a pretty handy tool in this case. In addition to that, Blizzard makes good use of multiple latency tracking programs that pinpoint issues with network and communication routing which makes identifying the problem pretty transparent.
I apologize for not making that clear initially, but I feel like if I did let it slip you may have just discounted the point altogether kinda like you did when telling me to look at the “actual forums”.
x86 is not standardized. It’s commonly used in Intel families, and can range from 8bit, 16bit, and 32bit. Additionally, most AMD chipsets are x86 compatible, not x86 based.
Aside from the Switch, all other mainstream gaming platforms have utilized x86 architecture since 2013 (update to the timeline linked below*). If 90% of platforms have utilized this architecture for 9 years and counting with no plans to stop due in part to standardized architecture making development and communication between platforms easier, I’m fairly confident in calling that standardized myself without even consulting articles (such as the one linked) referring to the architecture as “standardized”.
https://arstechnica.com/gaming/2017/06/xbox-playstation-x86-pc-gaming-future/#:~:text=Now%2C%20though%2C%20the%20PlayStation%20and,with%20lots%20of%20competitive%20players.
- https://www.engadget.com/2013-05-21-x86-architecture-vs-nintendo.html
Only the first one was bot only. Then was bots with pvp weekend, final test was pvp.
I feel like you’re just gaslighting at this point.
Not gaslighting, better examples of that are provided by OP, I’m misremembering the timeline if anything. Having not been involved with any of the flights, my knowledge on them was limited at best, so there are definitely blind spots that I will absolutely acknowledge.
If you have an example of the flight timeline leading up to the surprise open beta that would help clarify the differences in versions, I have no problem admitting when I’m wrong.
Aside from the Switch, all other mainstream gaming platforms have utilized x86 architecture since 2013 (update to the timeline linked below*). If 90% of platforms have utilized this architecture for 9 years and counting with no plans to stop due in part to standardized architecture making development and communication between platforms easier, I’m fairly confident in calling that standardized myself without even consulting articles (such as the one linked) referring to the architecture as “standardized”.
As I said, not all x86 are created equal. XSX itself not only runs an AMD x86 compatible (not based), but it is also a ARM hybrid chip.
I dunno why you’re splitting hairs to downplay the utilization of x86 for the purpose of standardization other than trying to maintain the narrative that platforms aren’t compatible.
Do you have any actual counter evidence to suggest that the incorporation of x86 architecture/compatibility isn’t for what I (and the links I provided) suggest it is?
I’ve e pretty much laid it all out.
And those articles only talk about graphic fidelity being on par now and the second one about how it makes developing for multiple platforms at once easier for devs. None speak to communication/data transfer rates. Unless it’s a tiny excerpt that I’m over looking.
None speak to communication/data transfer rates.
You answered your own query.
and the second one about how it makes developing for multiple platforms at once easier for devs.
When development of games for multiple systems is made easier due to standardized architecture, they’re going to inherently communicate easier given the reliance on a common system in place.
It’s not outright stated, but it’s easily deduced what a standard implies in these articles. And again, 90% of consoles that came out within the last 9 years (with more on their way) running common architecture is in fact a standard. Data and transfer rates (network) are going to be capped at what the installed port (and hardware that supports it) can do, but because of the standard in place between systems, communication will be simpler especially when factoring in shared software (games between platforms) and architecture (x86 ubiquity).
It’s like going to any English speaking country as a native English speaker. Dialects may be different as will education standards, upbringing and culture (platform of choice) but the use of a shared common language (x86) means that communication will be quick and simple without much of a conversion process to make sense.
Sigh. That’s not what any of that means. I give up. Like talking to a wall.
That’s not what any of that means.
As explained, it actually is.
I give up.
I’ll take it
Just couldn’t leave well enough alone eh? Blocked and reported.