Ok so WASD keyboard movement controlled first person camera mulitplayer lags too much on bnet...
What if I make it mouse click movement control, and move the camera back a decent amount for a third person camera that follows behind the unit?
Basically it would just be the same mouse click movement as usually by 12 players would have a third person camera following them (with the option of mouselook camera even possible if using mouse clicks to move?)
I know its not ideal controls for a hero arena/shooter but would this make my map sufficiently lagfree on bnet for a 12 player team map?
Actually, if you ask me, I think the problem is that bnet is transfering non scripted things too slow.
Why doesnt lagg when you are ordering units with mouse where to move.
But it laggs when you order EVENT to move unit somewhere - this is actually double order for editor. Still... bnet is kinda slow network software IMO.
You guyz should create all possible examples of movement controls to exploit all problems.
the thing is that the net traffic is not only recieving the WASD events, but also the local camera yaw(angle). This makes the traffic become quite heavy.
Some solutions are: play all games in normal speed instead of fast or faster, reduce the number of hotkeys used for the GUI and system, etc.
Why would the network receive your local camera angle? 'Hey, network, I'm looking at my unit THIS way. Thought you'd want to know'.
Wtf?
Quote:
I remember those "click to move" third person maps on WC3. Even the well made ones were awful to play.
Works for me. The trick is to 1. disable fidget so your unit doesn't randomly turn, 2. slow down camera turn so not every turn throws your camera around like a pinball and 3. slow down unit turn and acceleration rate as well. Also, you may want to not attach the camera to your unit's collar so you can actually click a decent distance behind it. And finally to fix the inevitable click-click-MISS target acquisition issue, I added a 'Reflex Attack' button which instantly spins you around to face the nearest target and initiates attack, leaving you free to concentrate on the big picture.
Unless their system is incredibly stupid, I don't see why UI events would create that much latency. It'd only be a few bytes every once in a while. In fact, it'd be less of a network strain than normally ordering units to move.
Then again this is Blizzard, and arrow keys in WC3 have lagged epically for no real reason since the game's release so maybe they just hate us.
Anyway, battle.net minimum latency is 125, average event recognition delay is 32.5 MS, factor in unit turn time and you might have your lag culprit.
In fact, it'd be less of a network strain than normally ordering units to move.
Why would you say that? Giving 100 units a single command to move somewhere is much less of a strain than giving a single unit a move command every 0.03 seconds.
The only way a WASD system can 'feel' right and respond nicely is to be updating the movement very often. You could do it less but it would just feel less responsive etc.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ok so WASD keyboard movement controlled first person camera mulitplayer lags too much on bnet...
What if I make it mouse click movement control, and move the camera back a decent amount for a third person camera that follows behind the unit?
Basically it would just be the same mouse click movement as usually by 12 players would have a third person camera following them (with the option of mouselook camera even possible if using mouse clicks to move?)
I know its not ideal controls for a hero arena/shooter but would this make my map sufficiently lagfree on bnet for a 12 player team map?
Actually, if you ask me, I think the problem is that bnet is transfering non scripted things too slow.
Why doesnt lagg when you are ordering units with mouse where to move. But it laggs when you order EVENT to move unit somewhere - this is actually double order for editor. Still... bnet is kinda slow network software IMO.
You guyz should create all possible examples of movement controls to exploit all problems.
I remember those "click to move" third person maps on WC3. Even the well made ones were awful to play.
the thing is that the net traffic is not only recieving the WASD events, but also the local camera yaw(angle). This makes the traffic become quite heavy.
Some solutions are: play all games in normal speed instead of fast or faster, reduce the number of hotkeys used for the GUI and system, etc.
Why would the network receive your local camera angle?
'Hey, network, I'm looking at my unit THIS way. Thought you'd want to know'.
Wtf?
Works for me. The trick is to 1. disable fidget so your unit doesn't randomly turn, 2. slow down camera turn so not every turn throws your camera around like a pinball and 3. slow down unit turn and acceleration rate as well. Also, you may want to not attach the camera to your unit's collar so you can actually click a decent distance behind it. And finally to fix the inevitable click-click-MISS target acquisition issue, I added a 'Reflex Attack' button which instantly spins you around to face the nearest target and initiates attack, leaving you free to concentrate on the big picture.
The creator of AC130k said that his map doesn't lag even with full players, and he uses the WASD system I believe.
@Sephiex: Go
Lies, hairy man. The only way to use WASD system is by doing that event that creates a lot of latency.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Unless their system is incredibly stupid, I don't see why UI events would create that much latency. It'd only be a few bytes every once in a while. In fact, it'd be less of a network strain than normally ordering units to move.
Then again this is Blizzard, and arrow keys in WC3 have lagged epically for no real reason since the game's release so maybe they just hate us.
Anyway, battle.net minimum latency is 125, average event recognition delay is 32.5 MS, factor in unit turn time and you might have your lag culprit.
Why would you say that? Giving 100 units a single command to move somewhere is much less of a strain than giving a single unit a move command every 0.03 seconds.
The only way a WASD system can 'feel' right and respond nicely is to be updating the movement very often. You could do it less but it would just feel less responsive etc.