Insurgency: Sandstorm

Insurgency: Sandstorm

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'Unreal'istically 'engine'ered netcode
Yes, I AM aware that it's a client-side hit-reg, but does this ring any bells? Hello, Mr PUBG... xD


EU server pings at the moment: (it's not even accurate probably)
Enemy player: 32ms
Me: 52ms

For All future replies; Yes, I am also aware of the lag compensation and how it works. The problem is that UE4.xx constantly lags and it is ruining any fun this game may have.

On my screen I was well behind corner and as you can see in a replay he shot the air and killed me. Lag is constant, but I chose this one as the best example. How can this game (or engine more precisely) be compettitve-ready in any way? It's especially noticable when someone one-shots you while you were already shooting at them. This is happening over and over again in many situations.

https://youtu.be/aDsoXS62RtI

Screenshots of the moment he shot and killed me
https://imgur.com/a/mImCTvf
Last edited by vitriol; Jan 5, 2019 @ 9:51pm
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Showing 1-15 of 114 comments
AkH prevent ت Jan 2, 2019 @ 4:39pm 
I can’t really speak to what happened in your video, but in general it’s recommended to enable the net overlay in Game Settings if you’re having issues that could be network related.

As far as I know, hits are all serverside.
Serverside? Are you sure? That's even worse then...

Why are people always so sceptical even if you provide evidence... I don't have any network related issues. The recording you're seeing is from an in-game replay, so it's located/recorded directly on a server.

This is a common issue across all UE4 shooters, please don't try to justify badly written netcode. I play FPS' whole my life, from Quake in the '90s to Insurgency2 (source) I can feel micro-lags anytime.
NicoCoco Jan 2, 2019 @ 4:51pm 
Originally posted by vitriol:
This is a common issue across all UE4 shooters, please don't try to justify badly written netcode. I play FPS' whole my life, from Quake in the '90s to Insurgency2 (source) I can feel micro-lags anytime.
Are you a programmer?
@Nico omg, it's you again....dude, go play some games if you don't have anything constructive to add.

Edit: Now I'm just waiting on Roman to appear and we have a full circle...
Last edited by vitriol; Jan 2, 2019 @ 4:56pm
Hawthorne Jan 2, 2019 @ 4:55pm 
What you're seeing in your video is due to network latency, and any server-authoratitive network model has this issue when latency is high. There's no way around it. ALL server-side hit-registration games will have this issue, and all the best shooters will use server-authoritative models because otherwise clients will cheat and ruin the game.

Network latencies and lag compensation can create paradoxes that seem illogical compared to the real world. For example, you can be hit by an attacker you can't even see anymore because you already took cover. What happened is that the server moved your player hitboxes back in time, where you were still exposed to your attacker. This inconsistency problem can't be solved in general because of the relatively slow packet speeds.

Quote above from https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking -- different engine, similar issue.

So your question of how can this engine be competitive-ready? Play LAN. Otherwise this is the best you can get on the internet.
NicoCoco Jan 2, 2019 @ 4:57pm 
Originally posted by vitriol:
@Nico omg, it's you again....dude, go play some games if you don't have anything constructive to add.

Edit: Now I'm just waiting on Roman to appear and we have a full circle...
Lol! you have no clue what you're talking about. Pointless thread..
@Hawthorne Ofc man, I am aware of that, Source or Quake engine are far from perfect, but these things almost never happened in Insurgency Source. Telling me to play via LAN does nothing to raise awareness on how UE4.xx is an awful engine for MP shooters, especially for competitive ones.

Have you not played PUBG? I just tried it again some days ago and desync is still horrible in CQB firefights.

Like I said, don't try to justify something that is horrendous. There's a difference between lag compensation and constant desync in UE4. It lags, it's unresponsive and has floaty aim (input lag)

Developers (not end-users) are the ones who should plead to Epic Games to fix their bloody engine.
Last edited by vitriol; Jan 2, 2019 @ 5:06pm
SyncBE Jan 2, 2019 @ 5:13pm 
EFT is also a game with huge desync and that game is made in Unity.
But pubg has indeed some crazy ♥♥♥♥ going on.

I don't play insurgency anymore, waiting for a new patch and see how they improve things.
If i got this bs in my game, i would unistall it for sure. Thats why i gave up on cod also.

What i notice in this game that enemy team sometimes have players over 100/400 ping.
They should add a filter on how high the ping must be in some regions.


Last edited by SyncBE; Jan 2, 2019 @ 5:14pm
Hawthorne Jan 2, 2019 @ 5:15pm 
Not trying to be obtuse, but I'm not sure what you mean by "desync" in this context. There is no such thing as perfect synchronization in an online shooter, only the illusion of one. If Insurgency Source was better, it only means their illusion was better.

I can guarantee that on the shooter's screen, he shot your actual avatar, not the air. That's what the Source article is about. In order to make the experience as seamless and intuitive as possible, they choose to honor a bullet fired when the gun is pointed at an avatar on the local client (and verified on the server by backing up time). If they didn't do that, then you'd have a bunch of videos where bullets are fired directly at targets and not hitting. That is clearly worse.
@SyncBE

Yeah, I got 14 day trial EFT, hah...I can't make a difference when I'm killed because my shots weren't registered or when armor stopped those. I uninstalled it after a couple of days. Unity netcode is bad AF.

NWI will not be able to fix it, it's heavily dependent on Epic games to improve this....which they will never do. These newer games are just a classic cash-grab...

@Hawthorne

I know that, that's exactly what I'm talking about. Make it more responsive and snappier. If source/quake engine could do it better in the '90s-00s why are we having this problem now in 2018/19?

Someone said that UE4 is the most advanced engine to date. Hah, maybe graphically for showcasing but in practice there are network issues, optimization issues, input lag issues. Graphics are the least important aspect of the first-person competitive shooter.
Last edited by vitriol; Jan 2, 2019 @ 5:24pm
Hawthorne Jan 2, 2019 @ 5:25pm 
Also, you may be right about UE4 being worse when it comes to fast netcode, I don't know. My only point is that there is literally no way to achieve perfect sync, so the video above is showing an effect that is ALWAYS happening to some degree.

Whether the effect is more pronounced in a UE4 game vs. others I couldn't say.
Originally posted by vitriol:
Serverside? Are you sure? That's even worse then...

Why are people always so sceptical even if you provide evidence... I don't have any network related issues. The recording you're seeing is from an in-game replay, so it's located/recorded directly on a server.

This is a common issue across all UE4 shooters, please don't try to justify badly written netcode. I play FPS' whole my life, from Quake in the '90s to Insurgency2 (source) I can feel micro-lags anytime.
Because that is how any FPS has worked online since DOOM in 1995?
Always has been serverside. If each client decided what shot landed where, everyone would be seeing a completely different game.
Last edited by [57th] AngryHatter; Jan 2, 2019 @ 5:30pm
But you're missing the point then... I'm not talking about perfect-sync as we both know that it is impossible. I AM talking about difference between old engine netcodes and new "more advanced" engines. That's the point. you couldn't say, but I can. What you're seeing in the video is the most obivous one that I chose. "rubberbanding" is happening in most situations. I can make 20:0 kd easily in firefight...so I can notice when I die because of the engine.

The point is that I'm not screaming because the game sucks or anything, I want it better and improved. I'd play Ins:Source if it wasn't basically dead.
SyncBE Jan 2, 2019 @ 5:31pm 
But the question i ask my self then, what is a good engine for indie devs for shooters ?
BFV has his own engine, cod also i guess.
But is source the only good one then ?
Graphics i don't care about that, i rather have good gameplay then nice textures.

Amen brother...
Well, BF4 had terrible rubberbanding issues in the beginning and they never managed to fix it completely. BUT THE DESTRUCTIBLE ENVIRONMENT duuuuudeeeee.... :) /s (that's what sells the games these days)

Basically Source which still has some Quake engine code in it IS THE BEST. But the graphical limitations and map size is what is making devs abandon it.

On the other hand look at the Titanfall2 !!! That's heavily modified Source engine.
Last edited by vitriol; Jan 2, 2019 @ 5:44pm
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Date Posted: Jan 2, 2019 @ 4:23pm
Posts: 114