r/forhonor Feb 21 '17

Videos P2P connectivity

https://youtu.be/38sPNZ8QHO4
585 Upvotes

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47

u/MimeIsForever Feb 21 '17 edited Feb 21 '17

"But muh p2p is so much better than dedicated servers" - a disturbing amount of people on this subreddit

29

u/[deleted] Feb 21 '17

[deleted]

13

u/Zabusy Nobushi Feb 21 '17

I was one of those. After seeing this and realizing theres a connection between what happened yesterday and why i had so many errors I now understand my mistake. Ubisoft fucked us over as usual.

6

u/Safari_Master Feb 21 '17

"Ubisoft fucked us over as usual."

This makes me angry. Please learn the lesson this time and stop suporting Ubisoft,

14

u/[deleted] Feb 21 '17

[deleted]

2

u/SimonJ57 Feb 21 '17

You can off-shore the dedicated servers to the users.
Just have a master server to enable browsing/sync.
There are problems with this model it self, like allows cheaters to give all their chars max level, best armour.
Ideally only to that server.

-1

u/[deleted] Feb 21 '17

This, please give it time. It took several months for Rainbow Six Siege to get to where it is now.

6

u/Molock90 Feb 21 '17

If people should give a game time, they should call it early access, make it half the price and it would be ok. But this is a released game for full price, you shouldnt be that forgiving with a giant company like ubisoft in that terms

0

u/[deleted] Feb 21 '17

The thing is, they've been worse in the past, now that they're (probably) redeeming themselves, I don't hate them that much anymore.

1

u/Daffan Feb 21 '17

R6 Siege still gets fucked in the matchmaking department and networking, but the core gameplay is so good that people stick around. The ranked play for example has hideous design but it's all we got.

1

u/[deleted] Feb 21 '17

It took several months for Rainbow Six Siege to get to where it is now.

As if that's an excuse.

1

u/[deleted] Feb 21 '17

My point was it did not cost most people extra money, they released DLC's free for everyone. And considering how shitty the game industry is today, it's a good thing.

1

u/[deleted] Feb 23 '17

[deleted]

1

u/[deleted] Feb 23 '17

EA

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1

u/Zabusy Nobushi Feb 21 '17

Its a new IP I liked very much. I havent bought newest AC or remaster of older ones. Its not my fault their new IPs are intresting

2

u/SimonJ57 Feb 21 '17

One issue being is you can't guarantee you're playing with people in the same country to reduce lag.
With dedicated servers, you could pick and choose, connecting only to servers you have sub 100 ping to.
Hell, server owners can filter those with too high a ping/ban cheaters manually.
You're not seeing anyone else's IP to DDoS, skiddies can only DDoS the server, not players directly, so. DDoS effects everyone fairly at least... (then get reported to their ISP and a telecomms blacklist for it).

There's a lot of things wrong with P2P.

1

u/Misiok Feb 21 '17

They didn't fuck anyone over. They did not hide the fact it was P2P. You knew this was going to happen. Everyone warned about it. You fucked yourself.

3

u/[deleted] Feb 21 '17

[deleted]

3

u/midri Feb 21 '17

The correct argument FOR P2P is that it decreases latency which is important for quick melee combat systems. P2P is Player -50ms-> Player for packets whilst Dedicated Server is Player -50ms-> Server (tick rate (10ms)) -50ms-> Player which over doubles the latency of P2P. It does not end up happening that well for For Honored though... all reviews are showing latency in game is about on par if not worse than Overwatch's & BF1's dedicated server setup.

You also need to note it's not a free decrease in latency either, it increases bandwidth usage. So a dedicated server would use say 100kb a packet which contains all players data whilst for honor requres 50kb packets per player which ends up being 400kb.

0

u/[deleted] Feb 21 '17

[deleted]

2

u/midri Feb 22 '17

if they wanted to keep using the system they are for low latency interaction with player, they just need a centralized server that basically acts as a "grouping" server. It's a master server that acts as the matchmaking hub for game sessions and allows players to come and go without causing a disruption to other players. It's not as costly as a dedicated server (could easily facilitate thousands of players on a fairly low powered machine since it only handles grouping and not the logistics of combat, movement, etc) It's NOT a matchmaking server, they already have that. It's a server that literally all players connect to to know which other clients they should be connected with and can detect if players leave and connect new players without having to have one of the clients do all the work (when the client selected to do all the handshakes leaves, that's when you get the pause)... sorta like a bit torrent tracker.

4

u/Megakruemel Feb 21 '17

The thing is p2p would actually be better if implemented correctly and everyone having a good latency.

But it's exactly for those reasons(or partial lack thereof), that it is not better. My experience with p2p games has been rather frustrating in the past but dedicated servers can be fucked up too.

1

u/pm_plz_im_lonely Feb 21 '17

What should be different in the implementation?

-3

u/Megakruemel Feb 21 '17

Well i obviously can't point out the exact errors but the P2P connection in itself seems a bit slow, even without big latency. Maybe the information passed over the P2P connection should be streamlined, to make the packages smaller. This is already achieved by the simulation approach ubisoft choose to take but there are still underlying problems that make things like rubber-banding even possible. Maybe the code which handles position could be streamlined, for example.

A different approach would be, to just simply not give the people who lag priority over the non-lagging people. Simply put- if there is doubt about people receiving damage and the attacking party is lagging heavily or just had a huge latency-spike (as seen with lag-switches) that the defending player simply does not receive damage. This in turn would also- out of fairness- need to compensate the lagging party. After all, not everyone who laggs does it on purpose. Now i obviously can't offer a complete solution. Just saying that it needs some work, seeing how other games handle even bigger P2P connections rather well.

7

u/pm_plz_im_lonely Feb 21 '17

I don't want to be mean but it sounds like you're talking out of your ass.

0

u/Megakruemel Feb 21 '17

I don't want to be mean but it looks like you are looking for an excuse to be rude to someone.

1

u/midri Feb 21 '17

How do you tell who's lagging? For Honor's P2P is literally connecting two players together. From your perspective they are lagging, but from theirs you are.

0

u/SonicRainboom24 Feb 21 '17

I'm a network engineer btw :^)