I’ve been playing some spartan ops lately and co-op campaign online and the lag is unbearable I’ve read enough about this and nw understand why there is so much lag in spartan ops but what I do not understand is why in all my time playing halo reach I had never experienced any of these problems in firefight and co-op campaign online?
So tell us, since you’ve read up on it, why is there so much lag in Spartan Ops?
I’m quite curious to see what you’ve come across.
> So tell us, since you’ve read up on it, why is there so much lag in Spartan Ops?
>
> I’m quite curious to see what you’ve come across.
Guess whats stupid
Cod Zombies, which goes to hundreds of rounds and has hundreds of enemies every round, has no lag at all between 4 players, buses, massive maps, ray guns, jet engines and they even managed to put christmas lights on a radio tower being zapped by lightning on the map.
I have never played BOII but I do know Halo’s system for it has always been poor. There’s no way, if ANY ALTERNATIVE is available, they should be doing it the way you are. Even a tiny bit of lag is absolutely destructive. Get a bad Host and it’s totally unplayable.
I believe it’s to synchronise the AI between all the players but… Call of Duty doesn’t have to do that. Probably because they don’t synchronise them but what’s the difference?
I’m not quite sure but the way Halo is doing is utterly appalling.
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CoD does the “Nintendo” approach to resource management and good for them if it achieves the effect they’re looking for.
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Firefight lagged greatly in ODST for many, as well as Reach. It was a constant topic recycler.
Why S.OPS lags more for you than it did in FF in Reach or ODST might have to do with you not getting host as much anymore, or you’re unlucky enough to get constant intercontinental/low grade connection match-ups.
But to say FF never lagged… That’s very far from the truth.
I only had one match in Firefight where I didn’t have any lag. It felt like I was the Host but the other guys I was online with, over in Aus, reckoned they could have had it too. It was four people on two consoles, which would have helped, but damn, it was beautiful.
Did Endure on that connection. Delicious.
Firefight suffered from deadly lag as well. Endure in ODST was hard to get, but the chances of lagging out randomly made it worse. And Reach had bad lag in general.
Firefight was laggy AF in Reach at points, but they NEED to optimize netcode for Spartan Ops a bit more. Even on good days, I run into just enough lag to make online Spartan Ops unenjoyable.
> > So tell us, since you’ve read up on it, why is there so much lag in Spartan Ops?
> >
> > I’m quite curious to see what you’ve come across.
>
> Guess whats stupid
>
>
> Cod Zombies, which goes to hundreds of rounds and has hundreds of enemies every round, has no lag at all between 4 players, buses, massive maps, ray guns, jet engines and they even managed to put christmas lights on a radio tower being zapped by lightning on the map.
Wouldn’t say Huge map from what ive seen they just bascially made a huge Loop map which considering the great lack in graphics wouldnt really take up much power from the 360. I’ts not like its like battlefield 3 where you have a huge open map to play on and really makeing a lightning flash over aradio tower with christmas lights isnt that complecated to do I could probably do that with my limited knowledge of unity and 3D modeling. Basically what im saying thats not really anything when you have a game with low graphics quality like that plus there basically just zombies unning towards you unlike where you have about 30 enemies on spartan ops with a bunch of enemy ships, buildings, allies grouped together with higher graphics and better AI. Not being a fanboy its just obvious.
> > > So tell us, since you’ve read up on it, why is there so much lag in Spartan Ops?
> > >
> > > I’m quite curious to see what you’ve come across.
> >
> > Guess whats stupid
> >
> >
> > Cod Zombies, which goes to hundreds of rounds and has hundreds of enemies every round, has no lag at all between 4 players, buses, massive maps, ray guns, jet engines and they even managed to put christmas lights on a radio tower being zapped by lightning on the map.
>
>
>
> Wouldn’t say Huge map from what ive seen they just bascially made a huge Loop map which considering the great lack in graphics wouldnt really take up much power from the 360. I’ts not like its like battlefield 3 where you have a huge open map to play on and really makeing a lightning flash over aradio tower with christmas lights isnt that complecated to do I could probably do that with my limited knowledge of unity and 3D modeling. Basically what im saying thats not really anything when you have a game with low graphics quality like that plus there basically just zombies unning towards you unlike where you have about 30 enemies on spartan ops with a bunch of enemy ships, buildings, allies grouped together with higher graphics and better AI. Not being a fanboy its just obvious.
Plus the fact that Halo has a lot more to take into account, in terms of physics. Addressing Call of Duty’s Tranzit map, one of the things that makes it run smoothly is heavily limited draw distance. That’s the reason there is so much fog separating areas, to hide the fact that the draw distance on the map barely exceeds 150 feet.
Why did firefight lag in reach, why does spartan ops lag?
Simple, more activity in the game world demands more power from the engine to coordinate this all at once.
Take any matchmaking mode or campaign online mission. These were always fine almost never lagged.
Matchmaking was the easiest in this case, limited sized area, only 1-16 people for the system to manage. Weapons and vehicles don’t take much for the engine to manage either. Some problems arise but the game engine never really has problems in this mode considering its only watching 16 players max and does not need to script any AI.
Camapgin online with players has a few hiccups at times but the enemies are limited, usually no more than around 20. The game engine manages this stuff though because it is scripted, its always rerunning the enemies in camapaign. Sometimes a glitch occurs and you may see an elite get stuck between 2 rocks or something but thats just a small error from time to time.
Now as for spartan ops, well remember those 20 enemies, its like we get 30 sometimes 40+ in one go. More stuff in the game world equals more to manage. The game gets slow because it has to process so many behaviors at once while watching your team.
Firefight and spartan ops lagged cause more stuff equals more demands from the system.
> > > > So tell us, since you’ve read up on it, why is there so much lag in Spartan Ops?
> > > >
> > > > I’m quite curious to see what you’ve come across.
> > >
> > > Guess whats stupid
> > >
> > >
> > > Cod Zombies, which goes to hundreds of rounds and has hundreds of enemies every round, has no lag at all between 4 players, buses, massive maps, ray guns, jet engines and they even managed to put christmas lights on a radio tower being zapped by lightning on the map.
> >
> >
> >
> > Wouldn’t say Huge map from what ive seen they just bascially made a huge Loop map which considering the great lack in graphics wouldnt really take up much power from the 360. I’ts not like its like battlefield 3 where you have a huge open map to play on and really makeing a lightning flash over aradio tower with christmas lights isnt that complecated to do I could probably do that with my limited knowledge of unity and 3D modeling. Basically what im saying thats not really anything when you have a game with low graphics quality like that plus there basically just zombies unning towards you unlike where you have about 30 enemies on spartan ops with a bunch of enemy ships, buildings, allies grouped together with higher graphics and better AI. Not being a fanboy its just obvious.
>
> Plus the fact that Halo has a lot more to take into account, in terms of physics. Addressing Call of Duty’s Tranzit map, one of the things that makes it run smoothly is heavily limited draw distance. That’s the reason there is so much fog separating areas, to hide the fact that the draw distance on the map barely exceeds 150 feet.
Aww yes the FOG!! OMg theres so much fog in that game i mean for petes sake the draw distance is that small for a game of such low grahpics quality!!.
Well this was something I found on the whole spartan ops lag situation.
http://cruellegaceyproductions.com/2012/11/26/halo-4-spartan-ops-and-co-op-lag-explained/
If that answer was aimed at me I must have been lucky enough to have never experienced lag before on FF admittedly I didn’t play it 2 often but even playing playing co-op campaign is near impossible on halo 4 whereas I had no problem with it on reach which I did play alot of but now I have this horrible lag with the same person I played reaches campaign and its not as if our connection has gotten any worse since we played it before.
Really? the opposite is true for me.
i hvent had lag in Spartan Ops so far, as for FF, i used to have horrendous lag, so much so i would rarely even bother playing it. the lag wasnt like matchmaking lag, the whole game would just be consantly ‘freezing’ and catching everyone up =/
I don’t ever have lag in Ops, but I had MAJOR lag in firefight. In FF there was always a 1sec delay every button I pressed. 
So your saying ff in reach lagged less than spartan ops?
This is a joke right?
Ahaha im actually really surprised about hearing that u guys had lag in FF. None of my mates had lag on FF either so it must just be chance that we didn’t get lag on reach
Firefight lagged like nobody’s business.