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Een vertaalprobleem melden
No effect at all. I was previously playing in borderless window, but I tried straight window, and there is still input lag in coop. As a rough estimate it feels like it's about 200-250 ms of input lag.
Laptop MSI GE40
CPU: i7-4702MQ 2.2GHz
RAM: 8GB
GPU: NVIDA GeForce GTX 760M / Intel HD Graphics 4600
HDD: 1 TB
OS: Windows 8.1 64-bit
Input: Mouse + keyboard
I don't think it should lag with my laptop's spec? We don't like playing NNG on the same screen, so we would like to find out if this is going to be fixed soon. I'm surprised that the game is going to be released soon considering there are still many issues/bugs to fix. I do not mind having the game relased a bit late either just like OP. This game has "big hit" potential and that's why I bought it although it's an early access game.. I know developers are working so hard and I feel bad for pushing them more but I only say that because I really love this game. Thank you <3
Thanks for your comment. It can't be said enough but gamers like me really appreciate interactions with developers.
I think any PC gamer who understands their platform knows that PC is much more complex than consoles, and thus it implies that development is also harder. I believe the vast majority of PC gamers won't mind a delay if the resulting game will be better for it. Japanese developers do not have a good reputation on PC as it is, and I'd hate for a beloved developer like Q-Games to be thrown on to that pile.
Would you care to elaborate how "unified PS4 specs" relates to (input) lag issues on a PC due to a bad port? Have you gotten it to work on a single machine with fixed specs to begin with so we could run some tests and help with troubleshooting?
As much as I apreceate your statement and look forward to the resolution of this - I just can't accept the reason you point out to be the problem as the root cause.
It makes no sense and is invalidated by historic and current examples of decent multiplayer games. Examples that even go so far to include lag / client side latency prediction to be lag aware and "reduce" apparent client side lag below the physical boundaries of the networked packets, obviously while avoiding input lag which is never a PC issue but a coding logic issue.
That said it's nice to hear you're working on this. Just a bit sad you took it out of early access while having this critical (known) issue unresolved.
The problem with the netcode for the PS4 version and the PC is that the PS4 version netcode was written just for that. Many of the issues with multiplayer, from lag to the black screens, are either caused by desyncs between the hosts and the connecting player and/or sections of offending code for the PS4 version that were simply cut because a fix couldn't be found. While Double Eleven did a great job on the port, in hindsight it's obvious that we should have been involved with the multiplayer coding a lot sooner. Fixing it now requires substantial portions of the code to be rewritten, which is what we are doing now.
We are actively trying to fix this and we'll be posting patches as soon as they are ready to improve this for people having trouble.
I ran the game with a friend from New Zealand (I'm in Vancouver), and the first time we ran it (1080p 60 fps windowed mode), we had the same rough input lag as I described before.
The second time we ran it, we changed it to 30 fps and we noticed a slight improvement. Instead of a 1/3 of a second lag it was more like 1/5th (rough estimates of course but hopefully you get the idea). But we continued testing, with controller, with keyboard, window fullscreen mode, fullscreen, turned off my 2nd monitor and even turned back to 60 fps and the improvement to 1/5th input lag remained. This is much better than before, but still not ideal. We both tried hosting, and after a player leaves immediately it reverts back to single player speed, which is still a world of a difference.
The software I'm running in the background are the following: Chrome, Skype, Mumble, DS4Windows (for my PS4 controller), Gyazo, Avast, Steam, Logitech Gaming Software, Google Drive, and Viber. I highly doubt any of this software is connected to the issue, or at least it shouldn't be.
It's not "latency", it's "input lag" . It is a netcode issue, as the developer has stated above. I understand the concept of latency, but this is not what we are talking about here. If I play L4D2 for example, there is no input lag. Terraria no input lag. Dota at anything below 300 ms no input lag.
How is it that these games can accomplish no input lag but this game does not? It's the way the netcode is done.
... That's EXACTLY what I said...please read again -_-