Acually guys, theater recording is for non-host players is going straight to the harddrive. That 20MB update you had to download to play is now 114MB for me after playing many games. Also, when you load a game it doesn't have to download from the server to play. This is on PS3 at least. I am guessing that turning it off will only get rid of a little throughput needed on your side, and stop the HDD accessing a little more. I see no difference in having it on or off.
Also, the connections on MW3 are solid as a rock. I am just getting tons of server time outs and disconnets. And is it just me or...have any one of you guys had a host migration screen yet? I have not, I think the host is quiting and host migration is not kicking in. Resulting in in "Connection to server has been lost".
Also on a side note: I did some testing on how much throughput is needed for MW2.
Running ICS, connected to PS3. MW2 peaked at Download - 6-7kb/s, Upload - 4-5kb/s.
That is the transfer rate, so take those numbers times 8. You need about 70kbps download and 50kbps upload. That numbers are from playing a game of groundwar.
So having 30Mb/s internet connection will give you no benefit at all online. It's your latency that really matters.
If you can't ping games at 150ms or any below, then I take it you have high latency and have red bars most of the time.
I play on Sprint 3G and ping games at 100ms, 125ms. I always have 3 bars. So I am not sure how you guys with cab;le, fiber are lagging.
I agre, lag compensation doesn't throttle packets, it alters a sequence of events based on an estimation of latency. There are two problems here: firstly, it is not always a simple case of who shot first; and secondly, jitter totally screws-up any estimation of latency.
What I notice is that I often get killed before an opponent has event come around a corner, then the killcam shows he came around the corner, looked around a bit, aimed and then fired (before anyone says the killcams aren't accurate - they can't just invent whole extra set of events between him coming around a corner and killing me). Now in my case I have a 50 down and 5 up connection. The other guy with his crap connection gets the benefit of the lag compensation and gets an easy, quick kill. The problem is the lag compensation didn't account for the fact that I never even had a chance to shoot the guy because he never appeared on my screen.
In my opinion, Lag compensation only really adds value when ping are +100ms and when there is a vast differnce between each player's ping. The majority of players now have connections that can comfortably sustain pings <60ms. Furthermore, the game tries to match people to lobbies where they have low pings, so in theory, in the majority of cases players will have similar pings. Simply put; there is no place for lag compensation in this game.
If I had a poor connection and I suffered because of it, I could accept that - its just the way things are. What I can't accept is that I pay a premium for a premium connection and suffer as a consequence.
If this situation doesn't get fixed, this will be the 6th and last Call of Duty game that I buy. I never really liked Battlefield, but I have quite gotten into Battlefield 3. I can really see myself playing that more as I have a much more balanced (in terms of latency fairness) and consistent experience.
...and Glen Schofield wonders why their metacritic score is so low!!!
This issue was in Lag Ops too. There was a multitude of post about it on the forums, so much so – the community manager (JD 2020) contributed to some of the post where he had taken the issue to the development team. He stated that there was nothing they could do and that there wasn’t a problem they could find. So I quit playing Lag ops as soon as I finished prestiging.
Personally I see a bit of a difference in the way MW3 lags as compared to BOP’s lagged and the compensation. In BOPS the matchmaking was horrendous. I live in the south east US and every other match I would be put into lobbies where almost everyone was from Canada, Australia, Mexico and the United Kingdom. If I was the host I would get killed out of nowhere, only seeing the player who killed me on the kill cam. He was never there during game play. On the kill cam I was just standing there like a deer in the head lights.
In MW3 it’s quite different. It’s the same crappy lag or lag comp experience but all the players are in the US. Some games I can kill the entire team with one clip of Scar but most of the time it takes my entire team shooting at an enemy while he’s walking through a claymore, 2 grenades and a rocket – he still manages to take out our entire team with one clip. And no he didn’t have on jug or the vest.
As a developer I kind of understand both sides here. I understand how irritating it is to be playing the game and you’re bullets don’t work. It sucks and it shouldn’t be that way. But on the other hand I see the difficulty in recording pings for compensation, measuring latency and adjusting game messaging priorities trying to compensate for poor/great internet connections. In a game that renders 60 FPS imperfections are more obvious but when everything works it’s completely fluid and like nothing else out there.
In the end I don’t think you’re going to see much change. Sure they can adjust matchmaking and tweak things here and there but I don’t see this issue ever being resolved for the game engines that drive COD. You’re best option is to adapt. Here are some things you can do:
1. Learn to recognize the lag issue and make sure your internet and latency is not to blame. Having a fast connection with great up and down speeds doesn’t mean $hit if your ping times are high to the host, wherever he is on this planet. There is a guy around here on the forums, I think his name is MACCABI – he has post several post about how to make sure your router and connection are optimal. Check out those posts for guidance.
2. Camping sucks, yes. But in a match where you’re clearly at the disadvantage due to lag or lag compensation, it’s the only thing you can do. Remember your enemy see’s you first and has the jump on you. Choose a load out that’s invisible to radar, UAV’s, etc...
3. Make sure you are NOT moving while shooting. Since there is a delay in broadcasting your data to the server and everyone else, keep the same location and aim for the head.
4. Depending on the type of lag you’re having, you might need to set up a class with rapid fire on it. Remember it’s the data that’s not making it to the host for whatever reason, with rapid fire you’re getting twice the amount of bullets sent out. If played correctly you can win the gun battle.
5. If all else fails, leave the match and find another one. If you ever get into a good match, milk it! Stay in there as long as you can.
Hope this helps someone…
But it could be someone else's data not get to the host quickly enough or the host not being able to distribute the data to all the clients.
In other words the OP's connection could be alright, it could be someone else's....
I think the system can't deal with a huge range of ping's and that was the same issue as Blk Op's.
It's because of people like you why we, with REAL broadband internet connections are getting punished. Playing on a Sprint 3G connection. I mean, come on. Your high ping times, and yes they are VERY high, are giving you an advantage. Get a real internet connection and you'll see what we're talking about.
5. If all else fails, leave the match and find another one.
I'm not sure if pings are recorded for each game or only on starting the games Multi-Player. Hopefully they are tested for each game, it would make a huge difference in matchmaking. Even better would be a snapshot over a period of time, determining the quality of the players connection.
I don't think it measures pings and then handicap's, it all down to data arriving at the server within a certain time frame, if the data is not there it predict's what said player will do then updates the hitbox's when it has the information.
All this happens in 1/100's of a second and should be barely noticable.