Need for Speed™ Rivals

Need for Speed™ Rivals

One the big issue in the game is the server
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Well, i suppose the servers are P2P so this is why you may expect host migrations or slowness in general.
Some time the game/server just crashed
Peer to Peer is the dumbest thing ever, but man idk why back then they decided of all things to make it Peer to Peer rather than a dedicated server, Frostbite was one thing, but P2P?.

Latency whilst connected to Host affects nitrous, weapon deployment and hit/damage registration to players are delayed or straight up desynced, the further away you are from the host geographically and not in-game the greater the delay in input, that I find really baffling, most if not all of the other recent NFS titles in multiplayer never had significant lag or input latency, at best very little noticeable amount of input lag on basic controls or functions like, steering, brake and accelerator, nitrous and pursuit tech.

Overall what makes peer to peer worse is distance to Host also adds to Latency, especially if you are thousands of kiliometers away, if it was a dedicated server, it would try to at least properly regulate and centralise the data traffic in order to mitigate most of the affects of ping, obviously depending if you have a wired or wireless connection, a metered connection, or are throttled during peak usage periods you still may run into packet loss leading to game disconnects, etc.

Anyone who is not a host is subjected to host migration loading screen, if the host disconnects from the game everyone will receive a Host Migration screen, if you are not a host and disconnect from the game it will not cause the entire lobby to be disconnected from the server/host migration load screen.

After migration, unless you were in you garage, you'll be back in the game map with your nitrous refilled, damage repaired and weapons replenished.

Hosts are not affected by this input lag as they are main point where data traffic is sent back and forth as they are the "surrogate server", a user where everyone has be connected to at all times, only those who are connected to the host are affected, some by milliseconds and others by almost an entire second and even greater than a second, one thing you'll notice is prior to a disconnect your nitrous and weapons will freeze and will not function.

The trashy netcode in this game alone is a another story of it's own, it's probably the worst in all of NFS multiplayer, in my personal experience NFS The Run was pretty bad too, I remember when players would just fly all over the place and smash into everything from desyncing.

What i find even more ridiculous is that the lobby system in this game can only have 6 players at any given moment, in HP2010 you can have 8 per lobby depending on the online game mode, ie Hot Pursuit, Race, Arms Race and Most Wanted.

Assuming everyone is in the same region, with the same internet speeds and ping, then P2P theoretically could work, but we don't live in a perfect world, we are not all from the same region or location, that's why dedicated servers are superior to P2P all day everyday, everyone has to establish connection to a server and not to some random PC user, not every user is the same and with so many variables in connection speeds and latency depending on their regional connections and ISPs it's impossible to get a playable experience or a stable connection between players if they're so far away if the host has a ♥♥♥♥♥♥ connection and is likely to drop in connection, if there connection speeds are too slow or not enough upload/download speeds to play the online features, have firewalls and or other restrictions that prohibit the game to access your network resources.
Viimeisin muokkaaja on [MK] Vector95; 31.5.2024 klo 18.34
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