Registration lag > Button Lag

In every halo, when you attempt to play FF or Co-op online whoever does not have host has button lag… For those of you who might not know what that is it is when you try to jump, shoot, move, or reload and there is a delay. It doesn’t happen when you press it. It makes trying to play these playlists that could be lots of fun, simply not playable.

In Multiplayer Matchmaking there is never any button lag. The kind of lag you get in MM is Registration lag. This is when you hit someone and it takes a second to take into account that you hit them, BUT there was no delay in you doing it, which makes it more playable because what you did will still happen and you don’t have to feel drunk while you are doing it.

Basically what I am getting at is I really hope there is a way to make it so that FF and Co-op campaign do not have button lag but instead have registration lag. I really want to enjoy these playlists with my friends.

They’d have to rewrite either the netcode or AI code entirely. Competitive multiplayer uses an asynchronous netcode, where while things are never quite perfectly sync’d between consoles, they don’t have to be either. Firefight uses synchronous netcode where things are always sync’d and they have to be sync’d otherwise the AI would not work.

Well Halo 4’s MM will have AI available, the auto sentry. If they can make that work i’m sure it is possible to make FF and Co-op work the same way with the AI’s

That’s not quite the same. I’m pretty sure all an auto sentry does is shoot a bit at someone. Real AI bobs, weaves, shoots, takes cover, all that nice stuff.

But, I’m pretty sure they can fit real AI into asynchronous netcodes anyway. I’ve played Halo Custom Edition with AI on it. For a game that supported 56K modems, the AI sync’d well enough between players. If that can work, then 343i can do it with H4.

> That’s not quite the same. I’m pretty sure all an auto sentry does is shoot a bit at someone. Real AI bobs, weaves, shoots, takes cover, all that nice stuff.

That, and auto sentries probably don’t run behavior trees or all the other advanced “thinking” that Halo AI need.

> But, I’m pretty sure they can fit real AI into asynchronous netcodes anyway. I’ve played Halo Custom Edition with AI on it. For a game that supported 56K modems, the AI sync’d well enough between players. If that can work, then 343i can do it with H4.

Was it a new Custom Edition map?

I think that the more recent Custom Edition maps enhance their AIs, by actually using vehicles to sync AI. (Vehicle positions always sync, so gluing an AI-controlled enemy to an invisible zero-size vehicle will at least guarantee that their position stays accurate. There are probably some additional techniques for everything else.)

Well when I last played, at least the maps looked a whole lot better than the base experience. I didn’t know what tricks the map makers used with the AI though.

Idk, i’m not a netcode genius but I just don’t want button lag at all ever :stuck_out_tongue: