Pablofsi05 replied to Hows everyones weekend lag going? on November 10, 2019 12:35PM
It's this simple people. There are 3 types of netcode regarding the connectivity model they use: servers, P2P and rollback netcode (predictive). If EA really wanted to eliminate input delay from the game they would develop either a P2P or predictive netcode iteration of the netcode, these two types are focused on mitigating input delay as much as possible for both sides, without the interaction of a third party which doubles input delay (because data has to go to the server and then travel back to you, increasing input delay by an extra 100%). Predictive netcode would allow you to play almost as if you were playing Squad Battles, the difference between Squad Battles artificial input delay and Rivals would be almost impossible to notice. With P2P, that difference would still be just a little bit noticeable, provided that matchmaking is modified to search for lowest latency opponents instead of geographically closer to the player.

It's servers netcode which is disappointing everyone by causing 150 - 250ms latency when you could be playing with people in your own country, or locally in the same city/state at 10 - 15ms. But no, EA and the AWFUL network team decide to take the longest route redirecting people to servers, which need to disappear, in Germany when you are in UK and that highly increases latency. This is happening to most users in most countries because in most there aren't and there will never be servers. Even if there were servers in all countries which is financially and logistically impossible that would still mean you'd get double the input delay you'd be getting with the same latency on P2P or predictive netcode.

P2P and rollback netcode are far superior technologically advancements and servers netcode is from the '90s. We need to stop asking for servers and ask for P2P instead. Whenever you ask them "to improve servers" you perpetuate this issue.

November 10, 2019 12:35PM Posted in Ultimate Team General Discussion

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