Post: Battlenonsense analysis of Infinite Warfare netcode
11-17-2016, 06:36 PM #1
ResistTheSun
In Flames Much?
(adsbygoogle = window.adsbygoogle || []).push({}); Battlenonsense analysis of Infinite Warfare netcode. You must login or register to view this content. channel freatures technical analysis of networking. Massive amount of code hidden away, analysis could be inaccurate. Modders have given us some insight into the networking side of things.

Example host migration only happens once all clients hit 500ms. Stayed the same for years.




  • 4-bar is under 120ms of ping. 3-bar is under 175ms, 2-bar is under 220ms, and you're on 1-bar if you're over 220ms.
  • Both games use an hybrid system of dedicated servers and listen servers.
  • Update rates for dedicated(100/20 Hz)
  • Update rates for listen (100/10 Hz).
  • Registered hits can be delayed by 500ms still hit.
  • Listen servers registered hits can be delayed by 900ms.
  • Latency variance can cause serious problems due networking design.


Networking code appears similar to previous call of duty games. Many people incorrectly call listen servers, P2P.

Thank you Chris aka Battlenonsense. Can support his channel directly You must login or register to view this content.
Last edited by ResistTheSun ; 11-18-2016 at 01:55 PM.

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Kronos
11-18-2016, 09:45 AM #2
Kronos
Former Staff
Originally posted by ResistTheSun View Post
Battlenonsense analysis of Infinite Warfare netcode. You must login or register to view this content. channel freatures technical analysis of networking. Massive amount of code hidden away, analysis could be inaccurate. Modders have given us some insight into the networking side of things.

Example host migration only happens once all clients hit 500ms. Stayed the same for years.




  • 4-bar is under 120ms of ping. 3-bar is under 175ms, 2-bar is under 220ms, and you're on 1-bar if you're over 220ms.
  • Both games use an hybrid system of dedicated servers and listen servers.
  • Update rates for dedicated(100/20 Hz)
  • Update rates for listen (100/20 Hz).
  • Registered hits can be delayed by 500ms still hit.
  • Listen servers*registered hits can be delayed by 900ms.
  • Latency variance can cause serious problems due networking design.


Networking code appears similar to previous call of duty games. Many people incorrectly call listen servers, P2P.

Thank you Chris aka Battlenonsense. Can support his channel directly You must login or register to view this content.


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