Operation: Harsh Doorstop

Operation: Harsh Doorstop

Smut Jun 18, 2023 @ 12:19pm
Rubber band simulator
Is there any word on when the rubber banding for every server is going to be fixed? Its been afew weeks now as incredibly frustrating
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Showing 1-15 of 16 comments
Devildog7511 Jun 18, 2023 @ 1:45pm 
i get a lot of rubber banding as well i cant even try the game to see if i like it because its practically unplayable
Smut Jun 18, 2023 @ 2:08pm 
Iv hopped around all the servers the past 2 weeks and its not just me and its not just a server issue as its all servers. I usually quit after 5 minutes as its just unplayable sometimes. I just want them to address the issue. Vehicles are cool sure but fix the damn servers please!
Goomes Jun 18, 2023 @ 2:59pm 
This is something that I have spoken to the lead programmer about recently and addressed with him, as I have seen others mentioning it in the community. Keep in mind that all servers are 100% community ran and we do not host official servers, so if you are experiencing poor performance it could be for a variety of factors that we do not really have control over ("fix the damn servers" is a bit misdirected here when you factor in what is actually going on underneath the hood and where the issues actually are). In speaking to him it doesn't seem like there is much that needs to be adjusted on our end for this—it mainly comes down to the hardware that the servers are being ran on by whoever is hosting them (such as the CPU not being powerful enough), as well as what they might be running on it (whether that is unoptimized modded content, an excessive number of bots, player counts that exceed 64 players, and so on).

When I asked him about it, his specific answer to me after making his own observations on this topic was as follows:

"What I saw was people playing on servers whose CPUs were overloaded and couldn't meet the demand which is where the rubberbanding and teleportation issues are made more apparent now after some corrections we made, so still not our issue. They were always lagging considerably—the lag compensation was just good enough to mask most of it in the past—but with these changes, the tolerances are tighter now so rubberbanding is more noticeable if the box hosting the game server itself can't keep up processing-wise. The server CPU load was always the problem, but the lag from that was a little less noticeable on the client side in terms of movement but if you knew what to look for and paid attention, literally everything else besides the movement was massively delayed from the server itself being unable to keep up."

We continue to monitor what we can on our end in relation to this of course and we will continue to make improvements where we can from the dev side of things, but again this isn't really something that we can necessarily fix for community ran servers that are either a) not on powerful enough hardware, or b) are throwing more at them than they are really built to handle (which is ultimately their choice).
Smut Jun 18, 2023 @ 3:48pm 
Interesting, so the 3 or 4 top servers are all under specced which is a bummer because every single person coming in to try OHD is having a subpar experience.

Appreciate the time taken to comment and good luck
Goomes Jun 18, 2023 @ 4:09pm 
It could be that, or that they are running content that is harder to ultimately process at the scale they are running at (at least that is my understanding after having spoken to the lead programmer about it). I am not sure what their hardware specs are, so can't really comment on that.

And no problem my pleasure.
boiler Jun 18, 2023 @ 6:56pm 
Goomes, hats off sir on how it's hosted. It's hard for people to seem to understand about the host servers. All this is work in progress and takes time. But from I see they're coming in here in large numbers here to give it a go. It's working. :)
Goomes Jun 18, 2023 @ 7:13pm 
All good, it's an easy misconception or missed detail, and I am sure it will inevitably be a continuing source of confusion along the early access process as things change and continue to be worked on.
Smut Jun 19, 2023 @ 11:33am 
Originally posted by boiler:
Goomes, hats off sir on how it's hosted. It's hard for people to seem to understand about the host servers. All this is work in progress and takes time. But from I see they're coming in here in large numbers here to give it a go. It's working. :)

I wouldnt necessarily say its a lack of understanding as iv played many games with dedicated hosting before. Im guessing these people are just massively underspeccing their servers which isnt great for the game!

Maybe it would be a good idea to have 1 or 2 official servers with the correct specs so that people could play on those.
Last edited by Smut; Jun 19, 2023 @ 11:39am
Executor Jun 19, 2023 @ 12:39pm 
BTW. What is the recommended server configuration? for 64 and 32 players?
Smut Jun 19, 2023 @ 1:15pm 
Originally posted by SLY:
BTW. What is the recommended server configuration? for 64 and 32 players?
Good question, Im not entirely sure for server hosts
Goomes Jun 19, 2023 @ 1:32pm 
There isn't really a specific recommendation for exact hardware, but in general/at minimum a solid 4-core CPU with a good clock speed (as fast as you can get—this should make the largest difference), and a decent amount of RAM (I'd say at least 16GB although you likely won't be using all/most of it for one server but it would be good to have the overhead). There's not really a "one size fits all" answer to this like there is with the game client itself as it really depends on what you are doing (such as running modded vs vanilla content or using bots), if you are running multiple servers on the same instance, running more processes beyond just the server, and so on.
Executor Jun 19, 2023 @ 1:55pm 
Thanks for the answer, that explains a lot. 4-core server and 16 GB is quite expensive.
Now I understand why some owners are set in too high player counter.
I have saw this at many servers, I think we need to do some community donation to solve the problem.
Meepowski Jun 20, 2023 @ 1:57am 
Originally posted by Goomes:
This is something that I have spoken to the lead programmer about recently and addressed with him, as I have seen others mentioning it in the community. Keep in mind that all servers are 100% community ran and we do not host official servers, so if you are experiencing poor performance it could be for a variety of factors that we do not really have control over ("fix the damn servers" is a bit misdirected here when you factor in what is actually going on underneath the hood and where the issues actually are). [...].

Sounds like you should be running at least one Official server...

1. To show that it's the community hosting chocie that's the issue
2. To be able to test the game properly under load with people actually playing the game

Rubberbanding can be caused by slow hosting hardware, but it might just as well be a problem somewhere in the networking code, or even prediction code on the client.

EDIT:
Your latest patch mentions this:

Fix issue with character movement replication breaking the intended send rates for client moves when game time was dilated

So maybe there's more to it than just the hardare the community uses for hositng? You really should be runnig an official servers to be able to test this game in live environment, instead of just blaming the community...
Last edited by Meepowski; Jun 20, 2023 @ 2:14am
Goomes Jun 20, 2023 @ 10:54am 
Originally posted by Meepowski:
Originally posted by Goomes:
This is something that I have spoken to the lead programmer about recently and addressed with him, as I have seen others mentioning it in the community. Keep in mind that all servers are 100% community ran and we do not host official servers, so if you are experiencing poor performance it could be for a variety of factors that we do not really have control over ("fix the damn servers" is a bit misdirected here when you factor in what is actually going on underneath the hood and where the issues actually are). [...].

Sounds like you should be running at least one Official server...

1. To show that it's the community hosting chocie that's the issue
2. To be able to test the game properly under load with people actually playing the game

Rubberbanding can be caused by slow hosting hardware, but it might just as well be a problem somewhere in the networking code, or even prediction code on the client.

EDIT:
Your latest patch mentions this:

Fix issue with character movement replication breaking the intended send rates for client moves when game time was dilated

So maybe there's more to it than just the hardare the community uses for hositng? You really should be runnig an official servers to be able to test this game in live environment, instead of just blaming the community...
No... my intent was never to blame the community, I am simply pointing out how it was explained to me by the person who created and works on these mechanics/systems every day, and also outline that it is not so simple as just "fixing" something when there are a multitude of factors that can impact this (some of which are not in our control, and when they are we of course do what we can to rectify those issues)—if you try and run a game server on any other game with less than adequate hardware, you are going to be told the exact same thing there too, and at a certain point there is only so much that we can do on our end if those aspects are not being sufficiently met. Not to mention, sometimes hardware standards simply change, and not once did I say those servers were wrong for being on the hardware that they are. Those servers worked just fine before we did a large overhaul to the underlying networking in a recent patch, and now it appears that more is needed to help prevent those issues.

We have done work on our side to help improve this (hence the patch notes you directly cited), which is also why I am saying it doesn't sound like there is much else that we can be doing on our end for this at this present moment in time (the lead programmer seems to feel that he has done what he can for now and he has listed out what he feels the issues and solutions are). If it truly were additional networking code problems, as you mentioned, I wouldn't be saying what I am right now, but I went directly to the lead programmer to ask him myself because I personally noticed these issues as well when I played, and that was the conversation he and I had based off of his own personal observations (and he is the one who actually wrote and implemented this netcode, so if anybody understands it to the extent that it needs to be it's going to be him).

There is no need to conflate this into an "us vs them" thing where I am trying to just pass this off as a community issue without actually looking into the problem itself, that is absolutely not what I was doing (in fact it is the opposite), and everyone else who replied here doesn't appear to feel this way. It is not that black and white, and I am simply sharing the information with you all that I went out to acquire by speaking directly to the man himself in an attempt to figure out how to make things better for everyone.

As far as official servers goes, the problem there for us is budgetary and manpower related—we don't really have the budget to set up and maintain any official servers right now (everything is going towards the developers), and beyond that we don't have people who can dedicate their time towards server moderation at the standard that we feel would be necessary to do so. Maybe that will change in the future, but right now it's just not viable for us.
Daesun Jun 24, 2023 @ 4:27am 
Originally posted by Meepowski:
Originally posted by Goomes:
This is something that I have spoken to the lead programmer about recently and addressed with him, as I have seen others mentioning it in the community. Keep in mind that all servers are 100% community ran and we do not host official servers, so if you are experiencing poor performance it could be for a variety of factors that we do not really have control over ("fix the damn servers" is a bit misdirected here when you factor in what is actually going on underneath the hood and where the issues actually are). [...].

Sounds like you should be running at least one Official server...

1. To show that it's the community hosting chocie that's the issue
2. To be able to test the game properly under load with people actually playing the game

[...] .

I mean seriously dude? The game is FREE, anyone can host and what you pick up from the lengthy explanation and details directly from the LEAD dev, is that they are blaming the community?
Maybe they should instead inforce a minimum hardware & connection requirement based on player number and push a disclamer if you mod the game? Huh, how about that?

Do you know how expensive it is to create a milsim like that? And you want them to divert funds from development to host a server in a WIP game just to proove a point?
You make me want to insult you, you intitled little... Why don't YOU host a server within specs to proove YOUR point?
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Date Posted: Jun 18, 2023 @ 12:19pm
Posts: 16