PAYDAY 2

PAYDAY 2

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dup May 13, 2017 @ 12:22am
Full speed swarm
Hi
So som1 told me that full speed swarm fix the desync lag
Thats right?
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Showing 1-10 of 10 comments
ACEsino May 13, 2017 @ 12:41am 
velosync does that
shane May 13, 2017 @ 12:44am 
Originally posted by ACEsino:
velosync does that
more like a reduce
dup May 13, 2017 @ 1:07am 
You can give me the settings for velo sync? cause it dosent help me for some reason
Adaptive Resync should fix almost all of your desync issues, and doesn't come with any other fluff.

Personally, I use VeloSync *and* Adaptive Resync (those are the only mods I ever use, not a fan of mods but I'm really not a fan of desync).. because I trust AR to work 99% of the time, and VeloSync offers a bindkey to speed up husks for manual fixes.

And aside from setting that bind key for VeloSync, I leave all their settings at default.



It's important to know what the mods actually do for you, though, as some people think they fix *all* desync issues in every instance, even in lobbies they are joining. I'll throw it in a little box to make it clear this is a little off-topic, but it's relevant so I wanted to share in case anyone wasn't aware.

If you're the host:
1) It ensures other players' husks (where your game displays their characters on the map) are accurately positioned in relation to where that player is on their own screen. This means that you should no longer see Player2 picking up a downed Player3 from halfway across the map. It also means that if you can accurately see another player headed for an objective, you'll know you can focus on something else rather than both of you wasting time thinking you're the only person going for it.

2) Since all detection is host-based, only a host needs to run a Desync mod to negate 90+% of the desycn in co-op stealth lobbies. Since player husks are more-or-less where they should be, it's rare for guards and cameras to detect a client when, on their screen, they were hiding.


If you're a client:
It ensures player husks are positioned accurately. Again, no more seeing someone pick up another player or fix a drill from halfway across the map.


What it doesn't fix:
Desync with enemy corpses and lootbags/bodybags.
--- Detection is host-based, but interacting (picking up) bags is client-based. This means that sometimes when a bag is thrown, like through the roof windows on Art Gallery, a client will see the bag successfully go through the window, while the host will see it not quite make it and then fall back down into the gallery. When this happens, the true location of the bag (in regard to if guards will spot it) is where the host sees it land. A) If the host sees it fall back inside but everyone else sees it on the roof, the bag is truly in the gallery and at risk of being seen by guards. B) If the host sees it on the roof and clients see it fall back down, the bag is truly on the roof.
--- You can only pick up a bag from the location at which *you* can see that bag. So in the examples above, A) a client can pick up the bag from the roof, or the host *must* enter the gallery to do so. B) The host can grab the bag from the roof, but clients would need to enter the gallery if they wish to get the bag.
--- Hosts can launch a body using a silenced shotgun, and detection will be based on where that body lands. But if a client does the same, the client may see the body go flying but the host will often (if not always) see that body collapse where he was shot, as if killed by a pistol or melee attack. This means the client may think the body has been launched into a safe location, but based on what the host sees, the body may be lying out in the open for other guards/civilains/cameras to see.

-----

So if you're the host of a heist, it helps fix stealth desync for clients (and nobody else needs to have the mods except for their own convenience) and you'll always know where players actually are.
If you're a client, it does nothing to help desync in stealth. You'll simply know where players actually are, for your own convenience.
Afaik, this info is all still correct. If something has changed lately or someone knows I'm incorrect in any of this, please feel free to correct me :approve:
Last edited by 0ptimistPrime (the Gray); May 13, 2017 @ 1:49am
dup May 13, 2017 @ 3:23am 
Originally posted by Optimist Prime (the Gray):
Adaptive Resync should fix almost all of your desync issues, and doesn't come with any other fluff.

Personally, I use VeloSync *and* Adaptive Resync (those are the only mods I ever use, not a fan of mods but I'm really not a fan of desync).. because I trust AR to work 99% of the time, and VeloSync offers a bindkey to speed up husks for manual fixes.

And aside from setting that bind key for VeloSync, I leave all their settings at default.



It's important to know what the mods actually do for you, though, as some people think they fix *all* desync issues in every instance, even in lobbies they are joining. I'll throw it in a little box to make it clear this is a little off-topic, but it's relevant so I wanted to share in case anyone wasn't aware.

If you're the host:
1) It ensures other players' husks (where your game displays their characters on the map) are accurately positioned in relation to where that player is on their own screen. This means that you should no longer see Player2 picking up a downed Player3 from halfway across the map. It also means that if you can accurately see another player headed for an objective, you'll know you can focus on something else rather than both of you wasting time thinking you're the only person going for it.

2) Since all detection is host-based, only a host needs to run a Desync mod to negate 90+% of the desycn in co-op stealth lobbies. Since player husks are more-or-less where they should be, it's rare for guards and cameras to detect a client when, on their screen, they were hiding.


If you're a client:
It ensures player husks are positioned accurately. Again, no more seeing someone pick up another player or fix a drill from halfway across the map.


What it doesn't fix:
Desync with enemy corpses and lootbags/bodybags.
--- Detection is host-based, but interacting (picking up) bags is client-based. This means that sometimes when a bag is thrown, like through the roof windows on Art Gallery, a client will see the bag successfully go through the window, while the host will see it not quite make it and then fall back down into the gallery. When this happens, the true location of the bag (in regard to if guards will spot it) is where the host sees it land. A) If the host sees it fall back inside but everyone else sees it on the roof, the bag is truly in the gallery and at risk of being seen by guards. B) If the host sees it on the roof and clients see it fall back down, the bag is truly on the roof.
--- You can only pick up a bag from the location at which *you* can see that bag. So in the examples above, A) a client can pick up the bag from the roof, or the host *must* enter the gallery to do so. B) The host can grab the bag from the roof, but clients would need to enter the gallery if they wish to get the bag.
--- Hosts can launch a body using a silenced shotgun, and detection will be based on where that body lands. But if a client does the same, the client may see the body go flying but the host will often (if not always) see that body collapse where he was shot, as if killed by a pistol or melee attack. This means the client may think the body has been launched into a safe location, but based on what the host sees, the body may be lying out in the open for other guards/civilains/cameras to see.

-----

So if you're the host of a heist, it helps fix stealth desync for clients (and nobody else needs to have the mods except for their own convenience) and you'll always know where players actually are.
If you're a client, it does nothing to help desync in stealth. You'll simply know where players actually are, for your own convenience.
Afaik, this info is all still correct. If something has changed lately or someone knows I'm incorrect in any of this, please feel free to correct me :approve:
You can explain me how to use these mods?
Cause my desync is still pretty bad
GunsForBucks May 13, 2017 @ 3:26am 
Originally posted by Optimist Prime (the Gray):
Adaptive Resync should fix almost all of your desync issues, and doesn't come with any other fluff.

Personally, I use VeloSync *and* Adaptive Resync (those are the only mods I ever use, not a fan of mods but I'm really not a fan of desync).. because I trust AR to work 99% of the time, and VeloSync offers a bindkey to speed up husks for manual fixes.

And aside from setting that bind key for VeloSync, I leave all their settings at default.



It's important to know what the mods actually do for you, though, as some people think they fix *all* desync issues in every instance, even in lobbies they are joining. I'll throw it in a little box to make it clear this is a little off-topic, but it's relevant so I wanted to share in case anyone wasn't aware.

If you're the host:
1) It ensures other players' husks (where your game displays their characters on the map) are accurately positioned in relation to where that player is on their own screen. This means that you should no longer see Player2 picking up a downed Player3 from halfway across the map. It also means that if you can accurately see another player headed for an objective, you'll know you can focus on something else rather than both of you wasting time thinking you're the only person going for it.

2) Since all detection is host-based, only a host needs to run a Desync mod to negate 90+% of the desycn in co-op stealth lobbies. Since player husks are more-or-less where they should be, it's rare for guards and cameras to detect a client when, on their screen, they were hiding.


If you're a client:
It ensures player husks are positioned accurately. Again, no more seeing someone pick up another player or fix a drill from halfway across the map.


What it doesn't fix:
Desync with enemy corpses and lootbags/bodybags.
--- Detection is host-based, but interacting (picking up) bags is client-based. This means that sometimes when a bag is thrown, like through the roof windows on Art Gallery, a client will see the bag successfully go through the window, while the host will see it not quite make it and then fall back down into the gallery. When this happens, the true location of the bag (in regard to if guards will spot it) is where the host sees it land. A) If the host sees it fall back inside but everyone else sees it on the roof, the bag is truly in the gallery and at risk of being seen by guards. B) If the host sees it on the roof and clients see it fall back down, the bag is truly on the roof.
--- You can only pick up a bag from the location at which *you* can see that bag. So in the examples above, A) a client can pick up the bag from the roof, or the host *must* enter the gallery to do so. B) The host can grab the bag from the roof, but clients would need to enter the gallery if they wish to get the bag.
--- Hosts can launch a body using a silenced shotgun, and detection will be based on where that body lands. But if a client does the same, the client may see the body go flying but the host will often (if not always) see that body collapse where he was shot, as if killed by a pistol or melee attack. This means the client may think the body has been launched into a safe location, but based on what the host sees, the body may be lying out in the open for other guards/civilains/cameras to see.

-----

So if you're the host of a heist, it helps fix stealth desync for clients (and nobody else needs to have the mods except for their own convenience) and you'll always know where players actually are.
If you're a client, it does nothing to help desync in stealth. You'll simply know where players actually are, for your own convenience.
Afaik, this info is all still correct. If something has changed lately or someone knows I'm incorrect in any of this, please feel free to correct me :approve:
Isn't that backwards?

2) Since all detection is host-based, only a host <CLIENT> needs to run a Desync mod to negate 90+% of the desycn in co-op stealth lobbies. Since player husks are more-or-less where they should be, it's rare for guards and cameras to detect a client <HOST> when, on their screen, they were hiding.

So as a host the desync mod does nothing since it is host based... it is the client that needs to run the mods.
Last edited by GunsForBucks; May 13, 2017 @ 3:27am
BIT Bear May 13, 2017 @ 3:32am 
Ive uses Velosync and although it does help with desyncs a little it's not a solution.

Honestly can't believe desyncing still hasn't been looked at by the devs.
Amir too busy grooming his beard?
GunsForBucks May 13, 2017 @ 3:55am 
Originally posted by BIT Bear:
Ive uses Velosync and although it does help with desyncs a little it's not a solution.

Honestly can't believe desyncing still hasn't been looked at by the devs.
Amir too busy grooming his beard?
It is being worked on for the base game.

I have a friend who runs the desync mods in my vanilla lobby and he swears by them.
He had to tweak it a bit to run right, but one thing that is a bit of an issue is when a player stands up. As a host you can stand up and run and "out run" a detection.. but with the mods on the client standing seems to trigger the alert faster and get you busted when you would think it would have been OK.
Last edited by GunsForBucks; May 13, 2017 @ 3:57am
Malidictus May 13, 2017 @ 4:05am 
Originally posted by nadibsn:
So som1 told me that full speed swarm fix the desync lag

Someone misled you. Full Speed Swarm makes the cop AI more active by allowing them to take as many actions per frame as they need. It has nothing to do with desync.

If you're looking for desync resolution, I'd look into Adaptive Resync. That mod goes a long way towards fixing a number of sync bugs, as well as reducing the severity of deync by a number of means I don't fully understand. You can also try Velosync if you want, but all that does is speed up player characters. It doesn't do anything to cops.
TdlQ May 15, 2017 @ 6:54am 
Originally posted by nadibsn:
So som1 told me that full speed swarm fix the desync lag
Thats right?
No, that's wrong. FSS fixes the AI brain lag, not the network desync.


Originally posted by Optimist Prime (the Gray):
Personally, I use VeloSync *and* Adaptive Resync (those are the only mods I ever use, not a fan of mods but I'm really not a fan of desync).. because I trust AR to work 99% of the time, and VeloSync offers a bindkey to speed up husks for manual fixes.

And aside from setting that bind key for VeloSync, I leave all their settings at default.
Copypaste: Last time I checked, VeloSync divided the speed multiplier by 3 to cancel the boost of ARS for husks; but as I warned in a comment (see comments from january[modwork.shop]), ARS changed when I added a fix for crouching/standing up. So using both mods at the same time with default settings will actually increase the desync for player husks. In the end, I don't see any valid reason to use VeloSync when you already have Adaptive Resync.
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Date Posted: May 13, 2017 @ 12:22am
Posts: 10