Delta Force

Delta Force

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Dazy Dec 12, 2024 @ 6:06am
Poor Network/Rubberbanding in Warfare
When the open beta for PC had launched the first 48 hours I was getting great connection to every game I play, very minimal issues with network with the occasional rubberband but never enough to actually notice. Ever since the second night of the game being public though, I have been unable to play on any warfare lobbies on any of the game modes.

I am constantly getting red bars and a POOR NETWORK notice in the corner of my screen. My bullets don't fire or connect to anything, I can sprint acrossed the map only to end up rubberbanding exactly back to where I had spawned in, enemies and friendlies are constantly teleporting around me, getting into a vehicle immediately sends me careening into walls. There are so many issues.
I was told that it was my ethernet connection and that I must be playing on a WiFi source, which isn't a solution to me. Every other game always works perfectly fine, and mid delta force match I clocked my speed to 100 down 100 up no problem, so it is definitely the game.
I don't see anyone else talking about this minus a few peeps on the DF reddit, which makes this seem oddly specific. I play on West US servers.
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Showing 1-4 of 4 comments
KoolArrow Dec 30, 2024 @ 9:48am 
verify integrity of files before running the game
Originally posted by KoolArrow:
verify integrity of files before running the game
That does nothing. The netcode is fooling you and i am certain it does not state the right ping most of the time in the game. on same latency in 2 different games i get different results. In one you get kills and get killed as it visually shown, then you get killed 10 meters back when you dove a corner. The netcode is ♥♥♥♥♥ at best in Warfare.
Dazy Jan 20 @ 9:41pm 
Originally posted by Tehnfy:
The netcode is ♥♥♥♥♥ at best in Warfare.

So over a month after launch and people are still experiencing this? At first I had thought I was being placed into incorrect servers with absolutely no way to change regions. It's really unfortunate, I still haven't gone back it was a terrible experience.
measuring bandwidth is not a good way to measure your quality of service

you don't mention if you are on wifi and if you are what band or type of wifi

open a command prompt and type ipconfig and press enter, look at your gateway IP and note it

now type: ping insertgatewayIPhere -t

this is the first hop before it ever leaves your house, if you are seeing wild swings in ping time on the first hop its happening before it leaves your house.

to see if its happening once it leaves your house you can ping something like

ping 137.221.105.2 -t

which is a blizzard west coast server (just to test a server on the westcoast)

if the time is wildly different than you are experiencing poor QoS on your connection, it could be routing, could be ISP related, could be from your first hop if that's tainting all your traffic.

a jitter of 4-5ms is not uncommon, but it sounds to me like you are experiencing packet loss, it could be your router.

there are many things that it could be, I'm only providing you a way to look at some metrics that aren't just some bandwidth numbers which mean nothing in terms of gaming, you aren't downloading while you are gaming - games care more about consistent delivery of packets in a timely manner aka latency.

bandwidth does play a factor in the latency of a connection but not in the strictest of sense.

not once in the game have I experienced the I was around the corner and I just died effect, I'm sure there is some pullback as all FPS games have this because the client can't know your dead until it knows your dead, on the client it will feel like you made the corner but you really hadn't and so the client has lied to you.... because how could it know until the server told you that you were dead, it can't time travel or warp time and space or disobey the laws of physics and it can't trust your client for lots of reasons.

I see absolutely no issues with the netcode while I am playing... just keep in mind netcode is a catch all term and every netcode has a threshold of jitter that it can interpolate client side to smooth out the weirdness - go beyond a certain quality of service and the wheels really fall off ANY netcode.
Last edited by Chameleon_Silk; Jan 20 @ 11:18pm
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Date Posted: Dec 12, 2024 @ 6:06am
Posts: 4