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If I remember, last year had something in the options that was making things move in slow motion but I am not sure if that is still the case this year.
I do have a very powefull system and so was always acting as a host. The slowdowns felt like my pc was trying to slow itself down to not get desynch with my brother.
He actually does have occasional drops from 60 to 30 fps in matches. i've started to monitor my own framerates and figured i wasnt capped to 30 fps at anytime at all during the match (beeing the host).
However if the partner clients drops down to 30fps there are only two ways for the engine to handle that w/o desynching:
1, You force the better cllent to drop for the same amount of fps to get synced again
2. You do not cap the better clients fps but rather e.g. double the animation time for the time beeing. Meaning a movement that was like 20 fps (e.g. a jab) will now become 40 fps to catch up with the slower system again. This is called rubberbanding fps in online matches.
And i think 2) is exactly what we're facing and seeing. So i asked my brother again on discord is there any slow down for you mate and he just kept saying "no not at all!"
Obviously because my system was trying to sync with his, therefore resulting in increasing animations times while everything looked fine for him.
So i had the idea to switch hosts and let the inferior system taking care of syncs.
Et voila, no slow motions anymore at all. And suddendly i was seeing very short fps jumps on my sys between 60 and 30 fps. So it was not doing that double fps anymore but rather capping the fps.
Like how it works is:
Case A superior system is the host:
The superior sys runs at 60fps cont. the slower client drops to 30 or even less for a short moment. Now that stressed out system needs to tell the host like "hey bro, i`m a little behind shedule* the host will ask like "kk, how much" and then increase your animatio timess for a short period. But this adds additional latency to the sync process itself.
Case B inferior system is the host:
In the very moment the system drops the frames this is accounted by the client as well. Because there is an increase in package time and the data package itself will also contain the increased frrame time already. The client can immediatly figure the sudden delta in between the frame times and immediatly account for it. So the lag itself is actually lower by default. Because the receiving end will get that info straight away.
Additonally it seems that now the engine will not do that animation increase thing but rather shortly drop the fps to account for the frame time variation of the hosts system. However, in theory it should not matter if you play an animation 40 fps / based on 60fps in total or 20 / on 30 fps in total. Because they would both be shown for the same real world time, right? (0.66 seconds). BUT the difference is that having the lag information pushed to you with the first netcode package you can accomodate for the lag much faster by shortly lowering the fps to 30 and then get back to 60 fps as soon as possible. That means that not the full animation is played on a 30fps basis but only a fraction of it. So the real world sync takes place much faster. And you will rather feel a short "lag" instead of a longer rubberband effect, so to say.
The question however is: What did they change? Because the problem got much worse during the past 2 patches and it wasnt that visible before.
I only bought the game back in April 2024 because I knew my PC could run it. Played from April to June without a problem.
Since around september 2024 the game randomly decides to slow down a lot. Maybe after one of the patches? The game should be locked at 60 FPS, right? Mine even goes below 50/40 FPS during some moves, even 1v1 matches. Sometimes it runs smoothly for a few seconds, but some other matches are too slow I can barely play like I used to.
Tried the timed update thing, didn't work. I lowered the graphics but still get tons of lag, not a graphics issue. One of the smooth matches I played had everything on ultra, since my PC can handle it pretty well.
I updated my Nvidia Driver a few days ago and suddenly the game was working fine, I don't know if it was a coincidence, but then it's bad again. I don't know what to do.
Is it really on my end? I belive I've tried everything I can. Way heavier games work perfectly fine with graphics on ultra settings.
Anyone else having unplayable matches? And I don't even mean online lag, I mean offline matches against AI.
My screen is just 1920x1080, not even 2k I believe. Sometimes the game is ok but sometimes the matches are unplayable, ugh. I don't understand, because sometimes matches with 8 people at once are fine but if there are 4 it's full of slow downs.