Every custom game I've played today has lagged, but when the laggers leave, it clears up.
Seems like people are running their graphics too high, not having the computer to handle the map they're playing, have a garbage connection, or all 3.
Is it just me, or does it look like Battle.net is actually hosting the games? That would certainly explain the lag, and also why I get delay and waiting for players when I'm hosting a game and playing all by myself.
Played on my own today. Had a little above 0.5s delay. You know how baad that is if you have mouse aim? -.-
I think the lag issues are due to the new patch. We should wait for patch 13.1 or 14.
That network lag is others peoples computers lagging performance wise. Me and my RL friends test my map and we have 0 lag problems. We are all on high performance rigs.
I went a step ahead and disabled all forms of foliage on my map, that helps out a ton on the low end rigs.
That network lag is others peoples computers lagging performance wise. Me and my RL friends test my map and we have 0 lag problems. We are all on high performance rigs.
I went a step ahead and disabled all forms of foliage on my map, that helps out a ton on the low end rigs.
Network lag = the time it takes to send information from one player over the server to the other players. That doesn't have ANYTHING to do with the players rig, but with their web connection.
Lag caused by weak computers are different and not that constant.
What I had was network lag, delay, latency, whatever you wanna call it - caused by stupid bnet not being able to handle network traffic well.
Actually, poor framerate performances DO influence network lag in B.Net games.
Yes they are two entirely different things, still they are related for some reason...
My theory would be, they lagged enough to have no available power to send information to the internet. Cause it takes a little processing power to packet the information and send it to the interwebs.
By information I mean, umm, things that BNet games usually sends to keep the game going.
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Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
got like a 1-2 sec lag. (with me alone in the map)
so B-net can indeed not handle highly customized maps with loads of triggers(3d shooters, rpg, etc).
TD and other simple maps will work. (tested it and no lag)
don't think the problem lies at me (got a high end rig: 108 FPS on ultra graphics, 50 mbps internet)
Don't just rate it just a few days after the day we got the ability to publish maps.
Just wait, they are aware of the issues and are fixing them. I don't think we have anything to worry about, just wait a few more days and there will be a hotfix. Promix! :>
The reason for the lag probably lies in the Key Press and Mouse Press event. They even warned not to use them unless necessary because the create a lot of net traffic. And net traffic is exactly what we don't need.
And of course bad computers create somewhat network lag, because they can't keep up with all the other clients and everyone has to wait for them. But that's a different cause of lag.
The reason for the lag probably lies in the Key Press and Mouse Press event. They even warned not to use them unless necessary because the create a lot of net traffic. And net traffic is exactly what we don't need.
And of course bad computers create somewhat network lag, because they can't keep up with all the other clients and everyone has to wait for them. But that's a different cause of lag.
I know WC3 was a different game and all, but there were racing maps controlled with the arrow keys that used a similar method to what the WASD shooters of SC2 use and the the amount of lag they caused was rather paltry.
The standard latency with Starcraft 2 is 125 ms. In Warcraft 3 players could use delay reducers to get it down to 70. This is only a few fractions of a second faster, but for some reason that would make large difference (.5-1 second less delay). The higher delay in addition to the high amount of fps lag caused by players running the game too high is making the original Bnet look pretty good right about now. :(
The reason for the lag has nothing to do with key press events, the 125ms tick rate, UDP, etc. It's simply that the games are now hosted by Battle.net's servers, and they're overloaded at the moment.
It's like Battle.net 2.0 is your own personal GHost bot, except it's lagging atm.
I don't see how this will improve when millions of people (mostly koreans :P) swarm the servers in the retail version. Just let us host our own games, alrdy! I'm used to it and I have a very nice internet connection, so I can host laggless games as well. JUST GIEF POWAHS TO ME!
I don't see how this will improve when millions of people (mostly koreans :P) swarm the servers in the retail version. Just let us host our own games, alrdy! I'm used to it and I have a very nice internet connection, so I can host laggless games as well. JUST GIEF POWAHS TO ME!
I do. Server hosting is a very easily parallelized algorithm. It takes minimal CPU power, and can be distributed across hundreds if not thousands of servers. Blizzard does this successfully with their WoW servers, albeit on a slightly smaller scale per realm. The only problems they have at the moment is a few bottlenecks in code speed, and perhaps too few servers, both of which are now addressed and can be fixed.
It's a beta, did you really expect them to get it perfect the first time?
It's their first attempt at map publishing, so, yes, it's their first time. And it doesn't matter whether it's patch 13 or patch 1000, it's still a beta. The definition of the term means they're allowed to break almost anything.
Yea, it's a beta and I expect things to be better in the retail, but it seems that "advanced" trigger code does have something to do with delay.
Today and yesterday I've played about 15 games of SC2, mostly custom melee maps, but also user made maps (before it was shut down).
No game had delay except of those with key-press events. So it doesn't seem to be only because of overloaded servers.
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No point in making maps with this garbage network code.
@BudSMoken: Go
Every custom game I've played today has lagged, but when the laggers leave, it clears up. Seems like people are running their graphics too high, not having the computer to handle the map they're playing, have a garbage connection, or all 3.
Is it just me, or does it look like Battle.net is actually hosting the games? That would certainly explain the lag, and also why I get delay and waiting for players when I'm hosting a game and playing all by myself.
Played on my own today. Had a little above 0.5s delay. You know how baad that is if you have mouse aim? -.-
I think the lag issues are due to the new patch. We should wait for patch 13.1 or 14.
@s3rius: Go
That network lag is others peoples computers lagging performance wise. Me and my RL friends test my map and we have 0 lag problems. We are all on high performance rigs.
I went a step ahead and disabled all forms of foliage on my map, that helps out a ton on the low end rigs.
Network lag = the time it takes to send information from one player over the server to the other players. That doesn't have ANYTHING to do with the players rig, but with their web connection.
Lag caused by weak computers are different and not that constant.
What I had was network lag, delay, latency, whatever you wanna call it - caused by stupid bnet not being able to handle network traffic well.
Actually, poor framerate performances DO influence network lag in B.Net games.
Yes they are two entirely different things, still they are related for some reason...
@WhiskeeGX: Go
Yeah, I notice that too.
My theory would be, they lagged enough to have no available power to send information to the internet. Cause it takes a little processing power to packet the information and send it to the interwebs.
By information I mean, umm, things that BNet games usually sends to keep the game going.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
tried my own map..
got like a 1-2 sec lag. (with me alone in the map)
so B-net can indeed not handle highly customized maps with loads of triggers(3d shooters, rpg, etc). TD and other simple maps will work. (tested it and no lag)
don't think the problem lies at me (got a high end rig: 108 FPS on ultra graphics, 50 mbps internet)
Don't just rate it just a few days after the day we got the ability to publish maps.
Just wait, they are aware of the issues and are fixing them. I don't think we have anything to worry about, just wait a few more days and there will be a hotfix. Promix! :>
Best Regards, Ice_bane @ EU
The reason for the lag probably lies in the Key Press and Mouse Press event. They even warned not to use them unless necessary because the create a lot of net traffic. And net traffic is exactly what we don't need.
And of course bad computers create somewhat network lag, because they can't keep up with all the other clients and everyone has to wait for them. But that's a different cause of lag.
I know WC3 was a different game and all, but there were racing maps controlled with the arrow keys that used a similar method to what the WASD shooters of SC2 use and the the amount of lag they caused was rather paltry.
The standard latency with Starcraft 2 is 125 ms. In Warcraft 3 players could use delay reducers to get it down to 70. This is only a few fractions of a second faster, but for some reason that would make large difference (.5-1 second less delay). The higher delay in addition to the high amount of fps lag caused by players running the game too high is making the original Bnet look pretty good right about now. :(
The reason for the lag has nothing to do with key press events, the 125ms tick rate, UDP, etc. It's simply that the games are now hosted by Battle.net's servers, and they're overloaded at the moment.
It's like Battle.net 2.0 is your own personal GHost bot, except it's lagging atm.
Nothing to see here, just a beta, move along.
@MotiveMe:
I don't see how this will improve when millions of people (mostly koreans :P) swarm the servers in the retail version. Just let us host our own games, alrdy! I'm used to it and I have a very nice internet connection, so I can host laggless games as well. JUST GIEF POWAHS TO ME!
I do. Server hosting is a very easily parallelized algorithm. It takes minimal CPU power, and can be distributed across hundreds if not thousands of servers. Blizzard does this successfully with their WoW servers, albeit on a slightly smaller scale per realm. The only problems they have at the moment is a few bottlenecks in code speed, and perhaps too few servers, both of which are now addressed and can be fixed.
It's a beta, did you really expect them to get it perfect the first time?
@MotiveMe:
It's patch 13 already. You call that a first time?
@Eldrazor: Go
It's their first attempt at map publishing, so, yes, it's their first time. And it doesn't matter whether it's patch 13 or patch 1000, it's still a beta. The definition of the term means they're allowed to break almost anything.
@MotiveMe:
I just hope it gets fixed in the end...
Yea, it's a beta and I expect things to be better in the retail, but it seems that "advanced" trigger code does have something to do with delay.
Today and yesterday I've played about 15 games of SC2, mostly custom melee maps, but also user made maps (before it was shut down).
No game had delay except of those with key-press events. So it doesn't seem to be only because of overloaded servers.