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lol
The only thing right in all that is the comment about changing host, but hilarious just the same.
So whatever it may actually have been or not to cause the issues in game, it is worth mentioning all of it in the interest of helping him sort his issues, and no we didn't change host i was the one hosting, the whole time, and it turned out My settings were too high in comparison to my friends.
So laugh all you want.
I can understand a complete lack of understanding of software and networking. Not everyone gets how computers and multiplayer gaming works. I'm laughing at the absolute insanity that is the suggestions in this thread.
Thinking you have to synchronize graphics settings and monitor frequency is like saying two vehicles can't be on the same freeway unless they're listening to the same radio station.
1. Graphics and game performance
Modern games use a combination of GPU and CPU to render the game world. Increasing the graphics settings and adding texture packs increases load on the system. At some point it will eventually affect performance resulting in frame drops assuming the user isn't running a god rig.
Frame drops are typically the result of one of two things:
a. The GPU is being pushed too hard
b. The CPU is being pushed too hard
Which brings us to...
2. Peer to peer gaming
P2P networking comes in several different forms. Wildlands appears to use a traditional single-host model where everyone connects to a single user who acts as the game's host. The host is responsible for acting as a server by cacluating game state for the entire lobby. Keep in mind the host still has to render it's own game at the same time.
Each client pings the host many times per second reporting their own game state which the host must calculate and report back to all the other clients. Sync problems can be caused by many things. If the host machine is under heavy load (like someone pushing their graphics too high) it will not be able to calculate game state and report it back to the clients in a timely manner. This results in lag and desync of client systems.
3. Networking
Time over the wire is the most problematic part of peer to peer gaming because game state stability requires all clients have an optimal connection to the host. If a single client has a slow or unstable connection it will disrupt the network.
In a single-host model the host typically accepts game state of clients with optimal connection and forces that data down to the client with the poor connection forcing it into a different state. This typically looks like rubber banding to the client with the poor connection because the user thinks they're at point A, but the server is telling them they're at point B and the client accepts the server information to maintain state stability.
In a hybrid P2P model (For Honor) all clients act as client and host meaning all players calcualte game state instead of a single host managing the lobby. Each host reports game state to everyone else and special logic determines what the game state should be and forces everyone into that state. Poor network connectivity in this model can dump an entire lobby because 8 players can get stuck in a wait state while one client fails to report in a timely manner resulting in timeouts.
4. Data over the wire
Payload size is strictly managed in networking as more data typcially means slower delivery time. Critical information is all that gets sent to the host / clients to maintain optimal performance. For this reason it is absolutely ludicrous to think the client would be sending settings unique to the client's system (Graphics settings) over the wire. Those settings are unique to the end user's machine and are only used to tweak the experience for a single machine. Other users in the network have absolutely no need for that information because their own machines have completely different settings.
On the same token, synchronizing monitor frequency is even more insane. This has absolutely nothing to do with anything. Monitors are tertiary hardware which translate video signal. It would never report back to the host and most certainly never go out over the wire or affect network traffic.
Any developer who would send localized machine information over the wire in a scenario like this deserves to lose their job. It's just simply not done.
Now let's reread what you've said again, shall we?
All of that is wrong except for the bit about changing host.
If you're out of sync it's one of two things:
1. The host machine is too weak to act as host
2. Someone in the lobby is having network issues and screwing up up the P2P network
Try joining different matchmaking lobbies without each other.
If you both have a stable experience while playing with other people then it's something in the connection between the two of you.
If one of you still desyncs then the person desyncing is the cause of the problem and breaks the other's experience.
If you both still desync in other lobbies then you both have the same issue.
Read this FAQ published by UBI support.
https://support.ubi.com/en-us/faqs/000026396/Connectivity-Troubleshooting-PC-GRW/
Check up on the official forum's technical support sub-forum.
https://forums.ubi.com/forumdisplay.php/1551-PC
If all that doesn't work then open a ticket with Ubi official support. Don't trust the information posted by the OP. It's wrong.
https://support.ubi.com/en-us/