Seriously, i love the game but desync makes it so bad and unplayable at times.
ā¦because 343 are imcompetent. i mean, if they canāt code their UI correctly, or well enough to add new playlists because of the trash UI⦠iād imagine the net coding is a pile of source spagetti 2.0
It took them roughly three months to fix BTB, but then broke other stuff since then, so expect desync to be around until 2024, since instead of fixing it, they are nerfing melee, nerfing grenades, and strengthening rocket blast radius. Theyāre doing bandaids to try to hide how obvious desync is, instead of just fixing it, because they donāt know how to fix it. We were aware they didnāt know how, after they made a massive post explaining what lag is to us, like we are all idiots, when itās not lag, because HCS had desync OFFLINE LAN
Everyone hates the desync, but its not just a matter of āoh just fix it lmao, cant be that hardā
Thats why i said āhalf a year after launchā, thereās been plenty of time to do so. I understand that they cant solve it in a push of a button, but it still being a major problem really makes it difficult to trust the devs to get stuff done.
My theory is that this desync is being caused by sub-par PC Builds and Xbox One players.
I have both an Xbox Series X and an Xbox One that I use to play Halo Infinite.
The game runs smoothly when playing on the Series X, but it CHUGS on the Xbox One.
So you have a system that runs the game without issue VS a system that is outdated and struggles.
The Xbox Series S/X consoles suffered HEAVILY from Scalpers when they first came out. It is still a difficult console to get in most places. And due to a lot of workplaces halting or slowing production, there were a lot less paychecks given to your average consumer.
This likely resulted in a game that was originally meant to be exclusive to the Xbox Series S/X as a lunch title suddenly having to deal with an artificially low population. So the solution was to port the game down to the previous console generation.
The result is that the majority of the player base are playing with consoles that process information slower than the actual consoles that the game is optimized for.
And as for PCs, which have a wide variety of specs with some of the lower range models having difficulty running games on Potato settings; and you have even more players added to the population that are connecting to those who have systems that actually can run the game.
In conclusion, my theory is that the majority of players are playing on sub-par tech for a game that is designed and optimized for the current generation specs.
As a result, most are complaining about desync because of their systems having difficulty chugging along as it have weaker specs in terms of CPU, GPU, and RAM.
To add even more insult to injury, the Xbox Series S has less RAM than an Xbox One X
- Standard Xbox One = 8GB Memory
- Xbox One X = 12GB Memory
- Series S = 10GB Memory
- Series X = 16GB Memory
So even those who did buy the next generation will still not have the best experience, as the Series S was advertised as the budget and casual console; while the Series X is marketed towards being for gamers that prefer performance over cost.
Previous Halos were all designed for the current console generation in mind and for only one set of specs, being the current base console.
- Halo CE and 2 had all players on Xbox Original
- Halo 3, Reach, and 4. had all players on Xbox 360
- Halo 5 Guardians had all players on the Xbox One.
To conclude
I think the source problem and the key variable in the equation is
HARDWARE DIVERSITY
I agree with this school of thought however it is dismissed out of hand by the pro-crossplay conformists. An easy recent example is that thereās a very good reason why a game like BF2042 has limitations on which systems are able to play with and against each otherā¦and knowing how 343i have struggled to implement many basic features in Halo Infinite, it isnāt beyond the realms of possibility and common sense that they totally screwed up the game and network performance trying to implement and integrate crossplay across all systems.
Iāve said it on here before, but Iām pretty sure this game would have been a lot more stable had it been developed for individial platforms. Not only that but they should also publicly announce that the game is in beta state with minimal live support so they can focus on development of the title in the background. Unfortunately I donāt think 343i or Microsoft will take responsibility for the long list of mistakes and poor decisions as they are too busy chasing $$$s.
Iāve noticed desync when playing against bots in academy. Iāve also heard whispers of desync at LAN events. If the latter is true then desync would be a larger issue then just networking.
Except weāve seen LAN desyncs on PCās 343 got for a tourney even, which had specs that should have been fine.
I always thought it wasnāt fair that original Xbox owners are forced to play against PC rigs or Xbox Series X. How is that even possible? Isnāt the original Xbox owner at a severe limitation compared to this newer and more advanced hardware? Or is upgrading to Next-Gen purely for a more pretty picture?
I would also like to point out that 343 Industries has had a history of poorly porting content themselves from Xbox to PC. Remember when MCC finally had PC support and the PC players were all in a tizzy about it being heavily broken while Xbox players were having only a few issues?
The Xbox Series X has equivalent performance to literally two Xbox One Originals. For example, they offer 16GB of RAM when compared to the Xbone Originalās 8GB of RAM.
By playing on an Xbox One, you are playing with half the processing power.
As someone who used to play Garryās Mod and Team Fortress 2 on a potato of a PC, I can tell you that your inputs are laggy and the server has a hard time pin-pointing where you go on the map based on your inputs; all because your computer is struggling to calculate EXACTLY where you should be as it is trying to model and render and represent EVERYTHING you are looking at.
If I gave a Potato PC and a High-End PC to two separate players and had them enter a 1v1, both of them would be annoyed due to an inability to reliably deal damage to one another.
So, if Xbox Series X is seeing things rendered faster than the speed of an Xbox Original, isnāt that player on the original at a disadvantage? How is it possible that those two players are playing on a stable, even ground? I donāt understand how they make that work. (or maybe they are having trouble making it work?)
Load times compared between my Series X and Xbox One are 30 seconds apart. My Xbox One takes nearly fifteen seconds to load to the main menu and nearly a minute to load into a match. Meanwhile my Series X takes only like two seconds to load to the main menu and roughly fifteen seconds to load from black screen to the match.
It makes me wonder as well that if the system is processing data at such a gap, is there an issue in sending inputs to the servers or an issue with the Xbox One receiving signals from the servers?
Because when I am playing on my Xbox Series X and I target a player, sometimes when my bullets collide with them they suddenly teleport a few feet to the side or in the air, as the server registers that my shots landed⦠but also recalculates the inputs of that players and thus repositions their player model and hitboxes to the proper coordinates. So the player I targeted, I would assume, is an Xbox One player and thus their connection to the server might be higher ping.
Perhaps those high ping lobbies we keep on seeing are just lobbies with a majority of Xbox One players who have systems that are slower than what the servers were initially designed and optimized for?
This again, is just my theory.
I do not know much about servers, but the fact that we have a majority of population playing on consoles that are using out of date hardware with the Xbox One or at least some struggling hardware in terms of the Xbox One X; it just tells me that struggling hardware can be one of the main factors that either are the cause of the rampant desync or at least something that amplifies it to a certain degree.
No, thatās not the case at all. Your in game ping (which can be displayed as on option in settings) has absolutely nothing to do with the processing power of a console or PC which is more to do with graphics, rendering and frame rates.
Ping is essentially the speed it takes for the network traffic to communicate with the server, and is therefore more of an indication of distance as long as there arenāt any issues with your network card, internet connection and how you connect (wifi or wired). The network cards on Xbox consoles also have limitations on data transfer however they are more than sufficient and capable of data transfer speeds required for online gaming.
Basically, if youāre in a high ping lobby then it means you are not connected to a local server. I have conducted thorough tests on this and my in game ping accurately reflects what is shown on my router (via both ping and server location map).
With regards to various specifications of hardware systems, I wouldnāt rule out that it is a contributing however I would suggest that this could be more likely be down to bad coding in the game and networking design side of things which have been programmed to include and incorporate all these platformsā¦and this spaghetti code is why we also see desync issues on LAN.
Like I said, I do not know much about servers. But it was just an aspect of my theory.
https://www.azurespeed.com/Azure/Latency
Test your ping across all the nearest and farthest Azure servers. Trust me when I say my speed test results say 15 to 40 but I end up in Infinite matches from 70 to 500+ and thereās no good reason for it other than Iām being matched with people far away instead of locally. Itās entirely about how close the server is youāre playing on, and we get dragged to a server in between every player in the lobby
I suppose thereās a chance your network bufferbloat could increase your ping while playing, and using Wi-Fi instead of Ethernet worsens your ping, but Iāve never played a game even remotely as bad as Infinite before
I will give you 343 reasons why
Because they canāt figure it out.
EDIT: Ignore me. Idk what Iām talking about. Iāll leave desync discussion to those of you with āgame-breakingā experiences.