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@Kinnes Glad it worked for you!
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@Kinnes Glad it worked for you!
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For later reference and tweaking, I believe this NetworkLoss=[0,1,2] parameter works by marking any packet that "takes too long" to be automatically resent (as long as bandwidth is available). I don't know how the priorities are assigned for new versus old packets. As far as I can tell, it starts sending additional packets when round-trip times exceed:
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For later reference and tweaking, I believe this NetworkLoss=[0,1,2] parameter works by marking any packet that "takes too long" to be automatically resent (as long as bandwidth is available). I don't know how the priorities are assigned for new versus old packets. As far as I can tell, it starts sending additional packets when round-trip times exceed:
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[b]0[/b] = 400ms
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[b]0[/b] = 400ms
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[b]1[/b] = 200ms
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[b]1[/b] = 200ms
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[b]2[/b] = 100ms
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[b]2[/b] = 100ms
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Something to explore might be how a ping-based recommendation could be taken into account for this setting for peer-to-peer connections. An idea of what might be happening is that players with higher ping to each other than the value in the config are sending an amount of duplicate packets that become a problem in the late game on a home connection. If this is actually the cause, an ideal 'baseline' might be for the ping limit of NetworkLoss to be one notch higher than their expected ping for the match.
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Something to explore might be how a ping-based recommendation could be taken into account for this setting for peer-to-peer connections. An idea of what might be happening is that players with higher ping to each other than the value in the config are sending an amount of duplicate packets that become a problem in the late game on a home connection. If this is actually the cause, an ideal 'baseline' might be for the ping limit of NetworkLoss to be one notch higher than their expected ping for the match.
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A
more
basic
approach
might
be
a
setting
like
"Optimize
Co-op
Networking
for
[Local/Country/World]".
Those
probably
wouldn't
fall
too
far
off
the
mark
from
the
ping
times
above.
|
11 |
A
more
basic
approach
might
be
a
setting
like
"Optimize
Co-op
Networking
for
[Local/Regional/World]".
Those
probably
wouldn't
fall
too
far
off
the
mark
from
the
ping
times
above.
|