Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Cant host ccop

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
7/17/2020 11:52:29 PMCArankPorkchop before revert after revert
7/17/2020 9:58:02 AMCArankPorkchop before revert after revert
7/17/2020 8:58:59 AMCArankPorkchop before revert after revert
7/17/2020 8:40:03 AMCArankPorkchop before revert after revert
7/17/2020 8:12:53 AMCArankPorkchop before revert after revert
7/17/2020 6:51:19 AMCArankPorkchop before revert after revert
7/17/2020 6:29:37 AMCArankPorkchop before revert after revert
7/17/2020 6:29:28 AMCArankPorkchop before revert after revert
7/17/2020 6:08:05 AMCArankPorkchop before revert after revert
Before After
1 @Kinnes Glad it worked for you! 1 @Kinnes Glad it worked for you!
2 \n 2 \n
3 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: 3 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:
4 \n 4 \n
5 [b]0[/b] = 400ms 5 [b]0[/b] = 400ms
6 [b]1[/b] = 200ms 6 [b]1[/b] = 200ms
7 [b]2[/b] = 100ms 7 [b]2[/b] = 100ms
8 \n 8 \n
9 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. 9 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.
10 \n 10 \n
11 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.