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Next Build host will be able to change track, modes without kill the host. Also players will be able to change cars from inside the lobby.
Since Wreckfest is not P2P and a lot of players can not handle or have the right ports forward to host Wreckfest, there will be no migrating of host Bugbear said in a PM when I asked.
Not speaking of changing tracks etc.
When a host leaves ie. quits the game, done for the day etc, the "ownership" should be placed on another person with the best bandwidth similar to MW2 etc.
"Alot of players cannot handle" a few kbits? lol.
Ports? This is 2015, ports are so 1993.
Download Speed: 63.95 Mbps (7.99 MB/sec transfer rate)
Upload Speed: 3.9 Mbps (0.49 MB/sec transfer rate)
Latency: 24 ms
Jitter: 2 ms
Server: Medford, OR - 400 miles away
I would guess that only 10%, maybe, maybe 20% players connection could handle 20-24 hosting. And if you have a bandwidth cap with your internet service, you going to burn it pretty quick if you become host!
HUGE Upload during hosting
Also if player has not forwarded the right ports for hosting, then if that player become host, all players going to get drop anyway.
If Wreckfest was P2P like Flatout 2 was and only 12 player online, then it be easier to have host migrate to another player. It was nice having host migration in Flatout 2, just nor feasible with Wreckfest and 20-24 player hosts it seem.
Is the online component just poorly coded or something?
"Youd end up with a constant loop" eh, no you wouldnt, because it would work like it did in MW2, your connection is checked lets say once a week via the game, and thus the game will know each players connection (and check if the port is open, woah) and thus it can migrate rather quickly to the best available, if its impossible, then it will simply not and abandon the game.
Also whats so fancy and heavy abou Wreckfest anyway? Physics seem more of the same, nothing fancy, the deformation seems meh at best (very unrealistic too, a concrete block shouldnt break when you drive at it at <30km/h) just sync player locations in realtime, but physics could be on second priority or something, I dont know.
Or just make it so that the first host had 24 players, and then he leaves, new host got a ♥♥♥♥♥♥♥♥ connection and thus a few players get kicked, et voila problem solved.
Fps is much simpler in terms of network sync. You only need to know player location,if he is dead or alive.The exact position ie perfect direction he is pointing is not as important.Doesnt matter if you shoot him in the face or back of the head,he will die.
Racing games require more bandwidth since car location + perfect degrees of rotation is required along with car health. Old games often have a fat/thin badwidth option where thin (less badwidth) will show no drifting other than locally.Meaning you can get magically drifted into by a car that was doing something else on your screen.Wreckfest doesnt have this option.
Dedicated servers are planned to go with the current local listen server setup.The majority voted against p2p and host migration due to bad experiences with p2p online games. I.e laggy host,host migration mid game,people hosting who had no idea they were hosting.
To be able to host alot of players you need a good combination of high end hardware and bandwitdh. Because of all the wreckage that needs to be calculated by the host, having just the internet speed but not the hardware speed will result in lag.
Its not a problem with ping.
Also your download has nothing to do with hosting though.
I do wonder if a player go online with FPS in the 20s, can he cause lag even with a 50 PING connection to host? I think this can happen online. Especially if host has poor FPS.
I know the particle effect in GRID 1 made me laggy online, so I drop it a notch and do the same for Wreckfest to keep my FPS 40 or higher. Rest of Wreckfest graphic settings max or turn on except vsync.
Let players set up a track, with max ppl. or if they want private games, let them rent space for those for $XX.XX a month.
I just want to have a more stable connection rather than what we have now.