Okay seriously it's time desync gets a fix. Enough is enough!

Wow. … Just, wow. If anyone has any footage of that I’d love to see it.

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343i not maintaining their website has been an issue for a long time. Over a year ago I was deeply insulted that the 343i MCC modding blog disappeared. I was grateful to hear from a developer that they did not know why it went away but that there wasn’t any direction change as far as they knew. Something is wrong with how the company is taking care of the website. I can only assume they’re not dedicating enough manpower to it? I have seen small changes and improvements to the forum so I know somebody is doing some site related work. The most recent change I see is the “Regular” text next to the username of someone with that forum rank. (There’s now a “why are you editing?” box. Haven’t used it yet.)

Given how many companies 343i has outsourced things to, I wouldn’t be surprised if they’re reliant on another company to fix that sort of problem.

You should be able to find it on the waybackmachine if you have the URL. I’m going to look for it now and then edit this post.
Edit: I think this is it. Looks like the links work fine for this one.

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

One other thing I want to post is this reddit thread with a clip of a whiffed melee happening in 1v1 split-screen on a local game. There’s also clips of whiffed punches and dud explosions in a HCS LAN tournament.

https://www.reddit.com/r/halo/comments/uoroib/seen_a_lot_of_people_on_this_sub_saying_that/
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I don’t buy that at all tbh. What evidence does your source have to support this theory?

I have a main XBL account and a secondary with very little data on its profile. I get desync on both accounts whilst playing Halo Infinite. Exactly what parts of the XBL profile is supposed to be so data intensive that it causes desync? A simple test to this would be to create a new profile and play HI from scratch, but that is pretty much my secondary account anyway. Sorry, but I don’t believe this theory.

Also, how does this explain players on PC experiencing desync? This issue isn’t exclusive to Xbox players.

Finally, how does this theory support the desync experienced by players in HCS tournaments? I’m not sure what the setup is at HCS, but I presume they aren’t individually loading up their XBL profiles before playing to play on LAN?

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My source works at 343. I have several friends who work there that I’ve been friends with for almost a decade now.

It’s not necessarily “your” Xbox profile that’s causing the desync. If you are in a gun fight with someone who has slower internet and a full Xbox profile then the server is struggling to get their data in time. The server then makes a calculated guess on the out come of the firefight. Similar to how we see Call of Duty MW 2019 handle gunfights.

All Halo Infinite accounts are linked to the Xbox profile. Even if you’re playing on Steam you’re signed into your Xbox account.

Several reasons. One is during LAN you are still on an Xbox profile. Not all data is stored on the cloud as the cloud can only do so much. The problem seems to be linked more towards the local storage side then the cloud side. Secondly, desync on LAN is very very minimal compared to non-LAN play.

Overall it’s how the game is storing, searching, then receiving the data that seems to be the issue. I do know (as was also confirmed in the networking blog that’s now disappeared) that there are other issues with player latency that is also contributing to desync. But the larger root cause seems to be issues with the Xbox profile.

343 can and is working on smaller changes to help mitigate the issue. But the full fix will require lot’s of work and time. From what I’m told Halo Infinite was built to utilize the low latency features on the Series X|S on it’s back end. So now it’s just about fixing the root cause.

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Does this mean the game will run better on an alternate account?

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No, the server still has to pull data against players you’re playing against. It not all on your side. Desync is basically the latency of the server searching for the correct data to send back to the client. Meanwhile its trying to guess what’s happening. Hence why you’ll get shot around walls.

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So desync is caused by bad design?

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Very good to know, I wonder if H3 had something like this, although I kinda doubt it. I never personally got many bloodshots in h3 but in infinite nearly every game breaks for me i just play bot matches now.

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I’m not sure if it’s poor design or the fact that every Xbox game is linked to the Xbox profile and therefore Halo is having to sift though data of the other games. If you think about it outside of Gears of War, Halo is the only main FPS shooter connected to the Xbox profile.

No, Halo 3 is from a much simpler time.

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GOW1 and GOW2 were peer-to-peer. With 1 xbox player as host.
GOW3 was the first GOW title with dedicated server. Had also a lot of connection issues.

I know, I’ve played all the Gears games.

Found a simple solution: Start - leave game - ok. Works all the time the server is BS. :slight_smile:

I don’t understand why a players XBL profile is even in this equation? It doesn’t make sense at all to me…and as someone else mentioned above, it sounds like terrible design if this is even the case.

As I also mentioned previously, what is so data intensive in an XBL profile that would cause such an issue and why would it even be referenced in the equation to have such an impact?

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Sounds fishy to me as well. And if it’s true, its just another proof of their amateur skillset.

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All games that play on Xbox are attached to your profile. Hence why when you log in it’ll say “syncing xbox live profile.” It’s been this way forever and all systems are like that. PlayStation is the same.

Not really. Industry standard. Read above.

Yeah I get the “XBL profile syncing” message when booting up some games occasionally so I can understand that and that does make sense.

The part I don’t understand is why, in Halo Infinite, this link to the XBL profile is so data intensive that it impacts upon multiplayer games rather than being in the background without impacting gameplay.

If this is true, then I can honestly say that I’ve never experienced any other game whereby that link has a detrimental impact on a players in game experience…again, it doesn’t make sense unless it is simply bad coding in game or network.

In fact, until Halo Infinite we’d never even heard the word “desync” as an expression related to gameplay experience…sure we get lag and latency in other games due to ping to servers or our own internet connections, but desync seems to be very much a Halo Infinite thing.

Also, with no disrespect intended to yourself or your source at 343i…I must say that I have very little trust in any information that comes out of 343i after all the lies, mistruths and gaslighting that they have come out with in the past and in relation to all the issues with Halo Infinite.

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https://www.xbox.com/play/media/Z5JND9S9
Melee through an enemy. This happens multiple times every game.

I’ll ask and see what I can find out.

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Desync isn‘t industry standard. Plus I dont see any reasob why DURING a game any non related data has to be transfered. And EVEN IF this is the case… modern connections are easily able to handle this.

I‘m still in the boat that the huge gaps of FPS are causing the problem. For me its absolutely plausible, that a game with 30, 60, 120 and up to 240 fps cant be runnibg smooth and idebtical for all the players.

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Never said desync was industry standard. Was referring to linking games to Xbox account, PlayStation account, Steam account etc… as industry standard. As to why Halo Infinite in particular is so data intensive I’m not sure.

If this was true then we’d see large amounts of desync on all crossplay games like CoD, Battlefield and Apex. Has nothing to do with FPS.