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After years of horrible experiences with the gunloop we are still very much enjoying the new silence of the placebo effect. We've been through the dodgy eax.dll & lowering the engine voices options , we are aware of the postings that offer solutions that achieve nothing.
I have around 500 hours logged with the standard R6v2 game + another 2 years of the tekno mods + russian TerroristHuntControl mod that wont register under r6 as they are custom launchers.
This is the first adjustment we have found that has any effect at all on improving our game stability & I am delighted to offer it for others to try
I am not sure you offered anything constructive here, but feel free to jump into our games if you see us hosting & see for yourself. You will probably have some latency as we are in Sydney, but that doesnt stop a lot of regular overseas visitors dropping by & having a blast with us in this game several nights a week.
Despite the age of this game its playing better than ever here, so please fire it up again & see how you go.
i don't know exactly what causes it to happen but it is network lag related and the thing that actually makes the noise is an enemy gun on the ground. if you can find that gun that's stuck making the sound and pick it up, the sound loop will disconnect. but it is very tedious and time consuming to find that one gun on the ground although it does work, for sure, it is something that is recreatable it's just not even close to being practical.
however, fixing the issue that causes this stuck gun sound to not know when it's supposed to stop playing, is impossible. there is a message there that is not getting back to the host in time to make the sound turn itself off on the client end.
now, if you think vsync is fixing it for you, fine, i believe you are wrong and you're allowing superstition to get the best of you in the desperate search for an answer.
i have never, played this game without vsync enabled. or any other game for that matter. and yes, my clients do still get the bug, the more latency, the more sounds get stuck.
the best solution i've found is to host every game i play because the host is not effected by this issue. of course that only works for one out of every four players in a game. it is a client communication problem, it is all network related and vsync has no bearing on it, i promise you. there is no fix.
but it's good that it isn't as big a problem for you as it used to be. i don't know what else has changed on your end during the process you went through but i would be very shocked to find that vsync was the answer to this issue considering i never have played without it enabled...
When I recently upgraded from AMDx6-1100 to i7-3770 (preparing for arma3 ) it was an instant disaster for this game, every round had numerous repeating guns flooding it within seconds, with lots of annoyed chatter from people who quickly dropped out.
After hitting this patch of gunloop problems it basically killed the r6 game for us & we took a break for a few weeks while playing with the arma3 beta. When we tired of that & wanted to get back to r6 we needed a more serious approach to discovering why the problem was so much worse.
While I was researching the recommended unreal network settings, the discussions from that period were about how to limit the server updates to 30 "ticks" per second so that the network queue would not be flooded & start dropping packets , this is where I think VSYNC ties in.
I am only surmising that the problem was exaserbated by the increase in fps generated at my side, where the AMD would sit at around 90+ fps , but with the i7 and gtx680 I was frequently seeing 200+ fps under fraps. My view is that by enabling VSYNC and forcing the game back to a standard 60fps we are limiting the demands on the network code & regaining the stability needed for the messages to flow properly.
Now - It is disappointing to hear that you always host with VSYNC & that people are still having the problem. Unless you have one of the fancy 120hz monitors it seems your situation is not likely to be improved.
All I can offer is that we still find the VSYNC effects to be persuasive, and I am still hoping that others (like the OP) will at least try the experiment & contribute their findings in this thread.
Spoiler: Uplay is not Steam... and never will be.
1. Disable you firewall service. Rainbow doesn't like it. Notice I said to disable the service. Simply turning it off is not enough. Go to computer management, find the service and disable it.
2. Don't host without doing above.
In some cases it removes it completely and for others I believe it still reduces frequency
A couple of people that dropped in seemed to be running on low bandwidth (not able to complete the speedtest.net download) so they may have aggravated things - but even after they left we had more problems than we would like to deal with.
So VSYNC will get more tests this week to see if we have any hope of being free of the gunloop, but i am not feeling so optimistic any longer.
I remember the xbox360 version of the game was very badly affected duirng the initial release, but one of the updates UBI issued seemed to get it under control - and after that it was pretty much a rarety & only that platform seemed to be somewhat stable.
Hey man im going to send a friend request
Yes, this the is the culprit in my experience, but all players involved may need to disable their microphone. This fix appears to work on the PS3 version as well.