Garack 0 Posted December 20, 2006 Hi! ArMA is a great game at all points. Ok, its a bit hardware hungry but thats normal for 2006 Games. BUT -) The biggest problem is the Netlagg... The other Players and the KI in Multiplayer are moving very laggy... Its like a great Netlagg..Players are moving/zapping from one point to the other when they sprint or fly an parachutes.. But the pings are ok..No Desync on good Servers.. Its hard to shoot at laggy players. Frames are ok, i got about 40 on low settings. I thing every player get these laggs. Can this be fixed? Or is the Netcode so bad? Or the Beta-Servers? What is your experience with lagg, ingame all players seemed to have lagg when i ask in chat, but in the forums theres not so much discussion about it. BTW..my PC is ok, no laggs at no game.DSL 6000.Router with opne ports 2302 and 2303 Thanks for yout answers.Sorry for bad english. Share this post Link to post Share on other sites
Garack 0 Posted December 21, 2006 No one here with Lagg? Share this post Link to post Share on other sites
Meataus 0 Posted December 21, 2006 I have not experienced what you describe. I'm in Australia, generally playing on German or US East servers (240-360 ping), and even with that level of ping I don't see anyone warping... they just take a second to fall over when I shoot them. My system is a new one, with graphics all on very high as well. I'd say your problems would be your internet connection, or your computer Share this post Link to post Share on other sites
sickboy 13 Posted December 21, 2006 Sounds like problems created by bandwidth management on the client and/or server line or maybe a low server fps? All runs fine over here, 2 servers ~20 players at once. Share this post Link to post Share on other sites
daikan 1 Posted December 21, 2006 i'm also experiencing warping quite often. even with pings < 40ms. many players report that. it's most notable when sharing a vehicle as passenger... imho BIS needs to clean up the netcode so that instant warping should be minimized either by interpolating object movement between positional updates and/or introducing a better predictor model. for those who ever played Battleground Europe (formerly WWII Online): I think its a good example for netcode that can even handle pings around 200ms without hurting your eyes too much - all while handling a maximum of 64 objects. for me this proves it can be done better. Share this post Link to post Share on other sites
Garack 0 Posted December 21, 2006 Pings are ok, Frames are about 40, DSL 6000 , all other Games rune fine, Router with open ports 2302/03. Many player report this Netlagg, but why some players didnt have this problem ?? Share this post Link to post Share on other sites
Tommo 0 Posted December 22, 2006 I don't have this issue either, if I'm playing with a low ping ~6ms or a high ping >300 its fine for me. The only issue I've noticed is when choppers land, they seem to regularly take off vertically to ~20 metres then teleport straight back down to the ground. This makes it bloody hard to get into a chopper when its only on the ground for less than a second before jumping up again. Everyone else I've asked about this has noticed the issue as well. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2006 all other Games rune fine I would not put OFP or ArmA in that class .... they both have a huge amount of net traffic because unlike other games there are 1000's of items being constantly updated between server and clients. Share this post Link to post Share on other sites
Garack 0 Posted December 22, 2006 OK, heres a little video from my Netlagg: http://luizid-space.de/ArmaLagg.avi Share this post Link to post Share on other sites
stisoas 0 Posted December 22, 2006 "MinErrorToSend=0.005; " (default is 0.01) is the parameter who avoid this "distant lagging". put it in config file of server. it eat a bit CPU power, and mainly bandwith i think . Share this post Link to post Share on other sites
Garack 0 Posted December 22, 2006 "MinErrorToSend=0.005; " (default is 0.01)is the parameter who avoid this "distant lagging". put it in config file of server. it eat a bit CPU power, and mainly bandwith i think . Config File a what server ? i only play the game, not hosting a server.. port 2302/03 are open. vers.1.02 GOT SAME PROBLEM WITH A COMPLETE DIFFERENT PC ! Both PC are on the same router, but every other game in last 5 years work perfect ! Share this post Link to post Share on other sites
Mobious 0 Posted December 25, 2006 I havent experienced much lag at all not since 1.02.. If it is not your PCs that it could be your router or your connection to the net. Share this post Link to post Share on other sites
Garack 0 Posted December 25, 2006 NO Laggs in BF2, Fear, DODS, ect... 1und6000DSL ..when i ping in DOS its all ok. Share this post Link to post Share on other sites
Killg0re 0 Posted January 1, 2007 OK, heres a little video from my Netlagg:http://luizid-space.de/ArmaLagg.avi I sometimes also get this, but not all the time. What i do find remarkable is that i got an DGL4300 router. But this video is indeed showing some anoying multiplay action. This makes it hard to kill the NME's cause you cant hit them with this effect. Share this post Link to post Share on other sites
CouchMonkey 0 Posted January 8, 2007 This sort of stuff is because of the server. If the admin of the server does a #monitor and takes note of the FPS, you will see it will hover very low. Even though the individual clients get 50+ FPS, the servers get substantially lower, which govern the clients. In other words, your animations may be fine, but you will see other people jumping around because the server has to keep track of it all. Another thing is that when you are in vehicles with each other, your two computers are talking to each other. So if your driver is getting bad lag, you will too. That's why gunners in choppers sometimes think they crashed, but 2 seconds later the server refreshes their position. We are having a heck of a time with this. We can barely run a server with more than 40 people. Our server FPS dips to 5 and it isn’t because of the mission or the server. The server runs at about 33% processor and 500 MB ram. It has to be with the net code and the beta version of the server software. Share this post Link to post Share on other sites
Iron Eddie 0 Posted January 11, 2007 You may want to try a tool to optimize your TCP settings in Windows. I am not sure but I think it is called tcpconfig. Have a look up on the net ... It helpend me to get my connection speed from 8000 to 11000 kb/s to the promised 16000 kb/s. Share this post Link to post Share on other sites