Truth be told neither is what most think they are. Dl and Ul are not speeds but bandwidth, and bandwidth has little to do with how the game plays since it does not ever use it all. It uses maybe 1mb dl and about the same ul more for both if you are host. What matters is line stability aka jitter, ping, and number of hops between players and host. If any one of these is less than optimum or changes because of internal or external network congestion problems wtf moments are going to happen. It is the external network that generally creates the problems and there is nothing that IW can do to control that. The game also plays over udp, which for anyone that does not know udp has no error correction and the packets are not sent in any special order. It is used because of how multiple streams or multicast can be sent out at the same time so less overall bandwidth is needed to send the same amount of data..but this leads to synchronization errors. Sometimes one packet reaches there before another and the game then interpolates what the other packet may have been and the updates the screen accordingly. Which is why sometimes in kill cams it does not show the dieing player fire more than maybe 1-2 rounds before dieing but on their screen they fired 5-6 rounds before dieing.
Another point of interest is we don't have kill cams, we have death cams acting like a kill cam which causes the data to be shown incorrectly. Which is why most say it is not accurate for in truth it is not what the dieing player saw, but what the host received from the killing player at which point every action from the dieing player is ignored by the host to prevent a double kill. Where both players kill each other at the same time. This way at least one player earns a kill streak point.
I too have lag issues,when sniping and aiming it seems too buffer as you move around aiming and is slow to react,it has only done this since either onslaught download or update,could we not delete the update and try it?
TCP would allow people to cheat very easily. They need to get away from client/host and move toward dedicated servers, which TCP would be ok then.
Dedicated servers do not solve all problems they are not now or ever the magic bullet to fixing everything in the game. They only really prevent host migration and stat padding from dashboarding.
Do you not think that dedicated servers could provide a more consistent network performance for most players, no longer reliant on a retail internet connection for the host network, so could help alleviate some of the lag issues?
It would depending upon the location of the players to the server. if too far away and was none in their local area, it would not really improve game play. Which in this game you get hybrids the way they decided to do it. Maybe the next they may give everyone dedicated, but wont be happening any time soon in this one if at all .
Would need the addition of a server browser as well so players could chose which server to connect to for best connection. Again something not going to happen in this years game.
The same issue is present on xbox one...and the xbox one version of ghost IS on dedicated servers.
I believe that the lag lottery is put there on purpose, as were the cheap spawns on game release, so that even average to bad (new) players can also have very good games once in a while to get them hooked on COD. I can't think of any other reason why the connection is all over the place in this game, but i don't notice any connection issues in KillZone Shadowfall or Battlefield 4, and those games have 64 player lobbies.
I believe the COD developers are capable of making a game with less connection issues. Go pick up a copy of COD4 for $5 and you'll see.
LOL.. from what I have heard BF4 is worse than Ghosts at times with connection issues and laggy matches and bad hit detection for some players..