New thought on desync issue

Hi 343,

First, tks for making a great game!

I was thinking about desynchronization and at first I thought it’s kind of a issue with no resolution. However, today I had a thought and I wanted to share it with you in hopes of making the game better.

So, if I understand it correctly, we have two (for example) players simulating locally that are (based on favor the shooter principles) getting different viewpoints on gameplay.

Like I said earlier, I agreed that there is not much you can do about that due to latency issues. However, there might be a mitigation you could implement as follows:

What if, on one hand the players relay their positions through the server to the other players in a direct connection with no arbitration from the server and on the other hand the server still arbitrates at a round trip time. This halves the latency on positioning of players and gives some input to the locally simulated future outputs to the arbitrating server.

For example,

  1. if at a low level of processing quite literally the controller or KBM inputs in regards to position only are relayed amongst all clients through the server at t=0ms.
  2. clients send/receives and processes locally given inputs by t=50ms disregarding latent packet loss from clients that fail to relay by cutoff time t=51ms.
  3. clients send off locally simulated packets at t=51ms.
  4. clients send positional inputs at t=52ms.
  5. server receives packets, arbitrates, rewinds time, and relays arbitration at t=88ms.
  6. client receives arbitration at t=100ms.
  7. client send/receives positional inputs and simulates locally at t=101ms.

*** all time values are purely speculative for the purpose of the exemplum***

To conclude, this is just a thought but I hope it finds the network team of 343s sandbox well if it’s applicable.

Networking and latency has been around since online multiplayer was introduced. The desync in Halo Infinite is not normal. It is most likely due to the spaghetti code that Halo Infinite is built on.

This is what happens when replace your contract workers every 6 months to try and piece together something. It just doesn’t work well.

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play mcc h3/reach/h4 then play inf. Youll clearly see theres a problem night and day.

2 Likes

Totally agree. I often had lag back in Halo CE, but it would be really obvious and I wouldn’t ever wonder how the f I got shot through the wall. In HI some weird and infuriating things are occurring.

I feel like we’ve watched AAA games in general that have released after 2020 just take a huge quality dive. I feel like studios that use proprietary development tools can no longer sustainably use the contractor work model. It seems like modern systems are too complex to onboard a new employee and then get them to produce a sustainable feature set in the short term that IT contracts usually have.

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