mischkag

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mischkag
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Member, Developer DICE
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  • @PRESIDEN7_TRUMP: I dont even wanna go back as far as BF3, but in BF4 the RSP was done by private bare metal server providers who agreed to certain security guidelines/basics and provided the actual server to the RSP. It was quite a maintenance effo…
  • I talked about the problem that you hit a state where you cannot get a hitmarker anybody anymore. A high latency like yours just looks extremely like bufferbloat. Is it possible that the server has an issue on the socket level when running in the cl…
  • @PEZZALUCIFER: On consoles may be fine to just accept the client hit. But on PC's absolutely not. The game is clobbered BEFORE you send data onto the socket and its decryption. There is only a delay when you kill somebody, true. But what if both kil…
  • Why do you blame your connection fluctuation on Dices netcode? The NetworkGraph just displays your connection properties. The games netcode will counter it by taking a conservative Extrapolation time calculation. Enjoy your low ping.
  • @disposalist: I actually suggested that internally too to provide some feedback screen in the frontend to vote on issues most important to you. Hope it gets set int reality. As far as killtrading goes. Well at first i accepted all killtrades as part…
  • SOme Devs indeed seem to prefer reddit over the forums wheras it is the opposite for me. The problem is that it takes a lot of time off actually fixing the issues. But of course it is valuable too. We are aware of the need of more interaction and li…
  • @AllOutWar76: Yes it should have been in the common section but it was more like a forum that grew and was my basis of improving certain hit detection aspects step by step. Killtrades were part of the discussion there. The entire networking issue is…
  • About killtrades, I explained it several times now, but i will give it another shot. Killtrades are naturally existing in war, particularly with high range encounters. However, the natural delay of playing a game on the internet raises an interestin…
  • @SMithERs228: Console CTE is indeed coming soon. Thx for staying patient, we had hit some bumps in the road to it. @Rev0verDrive: As far as RSP latency lock goes, no there is no whitelist as of yet. The only way to get this feature in as fast as po…
  • @Halcyon_Creed_N7: Plz provide footage with the Netgraph enabled. @diagoro: Well did u reset your server browser filter? You should see all servers depending on your settings and sorted by ping. @metaldad62: This rubberbanding indicates massive issu…
  • Todays Update regarding netcode contains: - Changes the 'No killtrade distance' from 10m to 20m. - Fixes the hitregistration bug where you enter a state where u can only do melee or grenade damage unless you quit the server (we are very confident we…
  • Thats not the bug. The bug will remain and only go away when rejoining a server. A fix will come out though very very soon...So your case is odd and probably something else. Any video footage would be great, no enabled NetGraph necesssary.
  • Makes sense and i made this change already. Will be too late for the upcoming update though.
  • There are good videos from Mr. Battlenonsense out there explaining the basics of ISPs and routing.
  • @ShelteredWalrus: What does the server browser show you? Are there any low ping servers around you? I would try to ping the server IP (if you have a PC) or check with your ISP why that is. You cannot blame EA for a poor ISP routing within the US. Th…
  • @SMithERs228: Basically there is a chronological order of things in the world to keep it all in sync. However, taking damage is one of the things we chose to apply the moment you receive it instead of delaying it to its chronological order. Basicall…
  • Bullets on your client do not always match exactly what happened on the shooters client as well as server for medium to high ping connections, depending on many factors. Usually they do, but it is certainly possible particularly with players rotatin…
  • The low reported latency is a bug in the calculation at low pings. We are quite a big team still working on BF1. Servers used are not affected by other games EA works on.
  • You guys are indeed not quality tester and rather customers, we totally understand that. We do however appreciate any feedback you can provide.The Netgraph is a big obstacle when playing, i totally understand that. I will try to squeeze a minimal ve…
  • @dbasshooker: It would be nice to see a video of this with netgraph enabled. you should not run into packet loss randomly. but i need to see whats going on to invstigate that. Thx
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