Lag in coop (Full Version)

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Bluetiger80 -> Lag in coop (10/11/2019 3:54:57 AM)

Started playing a coop campaign with a friend and we noticed that there is huge lag, with the timer counting down 1 second ever 2. Only when one player desync’d did the timer count down properly. We’re both in Australia with decent internet connections, have no issues when playing other games. Any ideas? Is this a multiplayer server issue or something else?

I hosted and have a pretty decent pc so I don’t think it’s my hardware.

Cheers




PipFromSlitherine -> RE: Lag in coop (10/11/2019 2:55:36 PM)

A couple of things worth checking:

+ what FPS is your opponent playing at? SHIFT+Q shows this top left. If his machine is running very slowly he can alter the options (Ground Clutter for example) to improve his speed.
+ distance to the routing server could be a factor. Try setting up for direct connect:
"If you experience significant lag while playing a multi-player game you may be able to improve this by setting up a direct connection between the host computer and the client computer. To enable a direct connection, the hosting player must configure their router and firewall to allow incoming connections on TCP port 1944 and, if necessary, make sure connections on port 1944 are forwarded to the correct computer on their local area network."

Hope that helps.

Cheers

Pip




GrdAdmiral -> RE: Lag in coop (10/11/2019 10:19:04 PM)

How do you do direct connect in the game? We have been playing via the multiplayer menu and game lobby. But with me in Japan and my friend east coast USA, I always have a one red latency. I’d like to play direct connection like the old games, which would increase my latency. But not sure how to connect or set it up. The old games, you just entered the ip address and the fame would go “waiting for connection!” And “connection....Established.”




Bluetiger80 -> RE: Lag in coop (10/11/2019 11:16:32 PM)

Thanks Pip, I’ll check all that and see if we can crest a direct link.




GrdAdmiral -> RE: Lag in coop (10/12/2019 6:32:02 AM)

Im now having lag issues in coop as well. Started an Italian campaign. We were fine in Afrika, but not sure what changed.




chrisjonesbath -> RE: Lag in coop (11/2/2019 10:37:57 PM)

We are having the same issue: Time in multiplayer seems to be 1-3 or even 1-4 seconds (not really playable). One PC has a slow 10 FPS though

The connection is over ADSL and we had no issues with previous CC games.

Hope that 1.0.5 and a direct link will fix this?




PipFromSlitherine -> RE: Lag in coop (11/5/2019 3:43:34 PM)


quote:

ORIGINAL: chrisjonesbath

We are having the same issue: Time in multiplayer seems to be 1-3 or even 1-4 seconds (not really playable). One PC has a slow 10 FPS though

The connection is over ADSL and we had no issues with previous CC games.

Hope that 1.0.5 and a direct link will fix this?

If they are only running at 10 FPS then that is the speed you will both get for the model unfortunately. They should disable ground clutter and reduce the shadow settings to try and improve their performance.

Cheers

Pip




chrisjonesbath -> RE: Lag in coop (11/10/2019 2:59:05 PM)

Thanks, Pip,

but surely a slow frame rate would not result in time being slowed by a factor of 3 or 4?

When playing single player the mouse controls are sluggish for them but time is still 1:1. It is only in multiplayer that time is slowed.

Chris




PipFromSlitherine -> RE: Lag in coop (11/12/2019 4:20:06 PM)

It is hard to say without seeing it in action, but my guess is something is that usually "their" time is slower than realtime, but when you connect to them suddenly yours is noticeably slower, as you are now running at their speed.

Cheers

Pip




Bagpipe -> RE: Lag in coop (11/12/2019 9:08:22 PM)

If their CPU can't compute the myriad calculations being made the simulation will run behind real-time.
If their processing time is throttled then they can't reply to your system quickly either which means your game will just idle waiting for a reply from theirs giving the appearance on your end of Lag.

Seems simple enough




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