I can’t believe this 343, it’s been 5 years and you STILL haven’t fixed the godawful netcode for online co-op. It feels like I’m playing in -Yoink- slow motion because the button inputs aren’t registering correctly.
And no, it’s not my connection. Every single games I have on xbox live works perfectly, and the MP in Halo 4 is fine as well.
There is a reason. The netcode in campaign and SpOps is different to multiplayer to accomodate the AI. Someone posted a link with a good explanation yesterday.
Campaign and SpOps:
This netcode has everybody send their data of what is happening from their xbox to the hosts, and then the host sends it all back out to the other xboxs, which is what causes the lag. If you have a slower upload (host or client) then it will take longer for the data to get to the host and/or get back to all the clients.
If the netcode was the same as MP then the game would crash because the AI would be different for each xbox.
MP:
Because of no AI, MP’s netcode doesn’t send all the data to the host and then back. I can’t really explain it well. Either way, it doesn’t need to send data to the host, then back to all the clients, so there is no/less lag depending on how crap the hosts internet it. I think MP is sort of like “streaming” the game to you from the host.
it feels like they are using the netcode from reach firefight. my mp games have perfect connection, but when I try to play coop on legendary it’s practically impossible to do anything. The person that I play coop with is my forge buddy and I don’t have any probelms when I am connected to his forge game, but when I try to do coop, I have to wait for the 1 second ping when I to jump or melee, etc.
Did you even read my reply?
This is how it works. I’m not entirely sure on MP, but it IS different to SpOps and Campaign.
Campaign and SpOps:
This netcode has everybody send their data of what is happening from their xbox to the hosts, and then the host sends it all back out to the other xboxs, which is what causes the lag. If you have a slower upload (host or client) then it will take longer for the data to get to the host and/or get back to all the clients.
If the netcode was the same as MP then the game would crash because the AI would be different for each xbox.
MP:
Because of no AI, MP’s netcode doesn’t send all the data to the host and then back. I can’t really explain it well. Either way, it doesn’t need to send data to the host, then back to all the clients, so there is no/less lag depending on how crap the hosts internet it. I think MP is sort of like “streaming” the game to you from the host.
you do realize that it doesnt do that if you are playing by yourself (not with a friend or over live), try it out if its still doing it then yes it is your connection because mine works flawlessly with the smoothness of a babies butt.
> you do realize that it doesnt do that if you are playing by yourself (not with a friend or over live), try it out if its still doing it then yes it is your connection because mine works flawlessly with the smoothness of a babies butt.
> Campaign and SpOps:
> This netcode has everybody send their data of what is happening from their xbox to the hosts, and then the host sends it all back out to the other xboxs, which is what causes the lag. If you have a slower upload (host or client) then it will take longer for the data to get to the host and/or get back to all the clients.
> If the netcode was the same as MP then the game would crash because the AI would be different for each xbox.
>
> MP:
> Because of no AI, MP’s netcode doesn’t send all the data to the host and then back. I can’t really explain it well. Either way, it doesn’t need to send data to the host, then back to all the clients, so there is no/less lag depending on how crap the hosts internet it. I think MP is sort of like “streaming” the game to you from the host.
Interesting find. Now if only Google Fiber was out.