1:00 Ping 2:10 Lag 3:10 Lag Solutions 5:30 Factors that effect your connection 8:00 Super Bullets 9:15 Tickrate 10:50 Network Models 14:55 Paket Loss 16:25 Measurement Methods
It's good to see someone actually explaining this, since I have a suspicion that 75% of those who complain about poor netcode have no idea what netcoding is about.
7 years later still cant find a vid that goes so much into detail behind the netcode of multiplayer games, you my guy are truly godsend, thank u so much
I think you are wrong thought. In computers there have many unnecessary and hidden services process's running on the background that you are not aware of and deteriorate ur internet flow, while consoles are just focused on "game things".
Sony and MS are too inflexible to allow for companies to discriminate against people with bad connections, even if it would be better for most of the other players. Even though if you have a sub 5 mbps connection you probably shouldn't be expecting too much, from the perspective of the company it would reflect on them, and they really want in your wallet. That will be true until the US and Canada have an infrastructure overhaul and companies charge reasonable fees for a service that costs them next to nothing anyway, which will probably be never.
I'm deaf. Can you please upload your script into the captioning tool? TH-cam's speech recognition engine will automatically time the script to the speech.
@@DrJams the reason many don't is because captioning is a pain in the ass to do and youtube's captioning tool isn't helping. but i feel that youtubers over like 100k subs that can afford it should pay someone to caption their videos
Finally!!!! an explanation to why I feel like I'm shooting blanks in certain games. I'm so glad you explained this. I knew I wasn't crazy. Thanks you so much for this!
Great video! Everyone complaining about hertz and tick rates being too low should watch this so they can be informed and complain some more but with knowledge.
Thank you, I have to admit that I had to replay the video multiple times to understand everything but you did an incredible job explaining everything ! :)
As someone thinking about making a lateral move to switch configuration/management at work I love these types of videos! Not sure if there's anything you'd like to expand on but I would gobble any other of these informational videos down.
Chris, you are a guru and I salute you for your time and effort, for making clear, quality and great video like this, this explains alot for us gamers. Please guys, this channel deserves to have 1 million subscribers and even more. Let's all come together and support Battle Nonsense
wow mind blown with this video. pretty much just sums up how shocking the online experience is for games. and that someone with 200ms of ping can still out perform someone with 40ms.
can we just appreciate which to me is comparable to a miracle that the Internet is.. the fact that people on different sides of the planet can play a game together and it only takes 10ths or 100ths of a second is just insane.. less then hundred years ago it would have been considered magic lol
I'm impressed with the quality of every clip and bit of information you give on your channel. Fantastic work man! Thank you for the hard work you put into each video!
I think this was more informative than what I learned at Uni... haha. Though I wish people didn't complain about not having to hear about the Netcode 101 at the start of your videos (guess that's just a generation thing) I thought it was fine. They'd have to know anyway since this IS what you cover on a game by game basis. This helped me out so much in the terms of using Wireshark to determine the issues I have with Champions Online as well as FEAR Combat Online. Thanks. Really..
Nice video! It might be good to also talk about jitter when talking about fine analysis of pings. It can also be helpful to check your isp's BGP table, sometimes referred to as looking-glass.
+Battle(non)sense thank you bery much! Appreciate this video. Got Planet Destiny to thank for making ur channel known. Already shared to my gamer friends! Awesome vid!
Great video thank you! Summarized we can say if you live in a small village far away from the location of the game server you are pretty much f****d and quite disadvantaged...
Great video. I like the old days of having to lead the target only. It resulted in less WTF moments but of course was not as fair to HPBs but then if you were truly competitive you wouldn't bother with those servers anyway.
hey i was wondering if having a monitors refresh rater higher than the refresh rate of the game could have an issue on performance as well. Also, what sofware were you using to test the NET code and how did you find out the IP adress of the Server?
This will probably not be seen by anyone but here goes. It would be better to use the tracert command with a -d flag. So in the example it would be tracert -d 45.32.153.49 as that would not try to resolve the hostnames of the routers, which makes the trace go faster.
Learned so much! Would you ever do a vid like this for gears of war!? Please do! That game has so many net-code issues. I would love to see your take on it and how it could be fixed.
WOW, this video has an AMAZING amount of networking info, thanks! What software do you use to create the presentation? I just love it! Thanks for the Video!
Maybe you could do an updated test for Rainbow Six Siege. They are currently testing a major update, which should come to live servers next week. New server infrastructure, slightly higher tickrate, many bugfixes and more.
for the "client as host" network model cant the host force a latency or buffer on themselves so that the data from the host's client reaches the server around the same time as the other clients?
Hey, can you analyze the netcode of Spellbreak? It's an FPS battle royale with heavy emphasis on projectiles. I was wondering based on whose perspective the hit registration works to be able to compensate the lag in predictive aiming on high ping. I'm not sure if you can just aim based on visuals, whether there's a lot of movement prediction, or whether it's attacker's or defenders/dodger's advantage.
Have you ever done a video on like the different lan adapter settings ie: flow control, interrupt moderation and if they make any difference on hitreg. I've heard many oldschool opinions on things like lower mtu = better reg and things like that. I'd be curious if you could do a vid or somehow integrate this into a test in a video.
You should avoid manual port forwarding, it can lead to a *ton* of issues _(especially when you don't have a static IP assigned to your PC/console)_ If you are facing issues with strict NAT, then you only need to enable UPnP on your router. If that does not work well then you should find out if there is a firmware update for your router. Manual port forwarding is the last resort.
So after watching this video I believe the hop that my router makes is the wrong ones obviously, I average 20 ping and then every 30 seconds it jumps to like 600 ping for about 4 seconds, which costs me a lot of gunfights on COD. I play on ps4 and its really annoying. So what I got from this video is that I should call my service providers and tell them to check the HOP Routes?
Did you test your connection for buffer bloat? This is exactly what causes such instant & occasional ping spikes. th-cam.com/video/ujaULisLy_o/w-d-xo.html
Do you have a 1v1 online servers vs P2P vs rollback netcode video? because a lot of people wrongfully seem to get and religiously say that servers netcode is always the best option for multiplayer in general and they get that notion from these videos. P2P and rollback are universes ahead of servers netcode when it comes to 1v1 online games.
@battlenonsense does nat type have any effect on hit registration and connection quality?like for example if one person has a open nat vs a person with a strict nat will the person with a open nat have an advantage?
NAT status does not impact hitreg NAT status affects if connections can be established or not. So it can affect: - getting into a match (either works or does not work at all) - voice chat (either works or doesnt work at all) - group/party/socoial options (either work or dont work at all)
I guess dodges in Unreal games are affected by hz . In UT2004 you could lower your doubleclicktime (when you hit the keys twice to make the dodge or doubledodge ) . I never could hit a dodge at 0.15 , sometimes at 0.16 - always when getting used to 0.20 . Reason for this is a shorter doubledodge in lowgravity instagib on Demo Cft-maps .
Awesome videos. I would really like to see how Digital Combat Simulator (DCS World 2.5) does in your tests. Probably poorly, but it would be great to understand why.
This video was very informative. So Splatoon 1 would be using client hosted, and Splatoon 2 would be using "Peer to Peer" Thanks for this. I always called Splatoon 1 "Monarch Peer 2 Peer" and Splatoon 2 "Communist Peer 2 Peer"
Hi Chris ! Even though I watched it many times on your past videos, It's always very interesting to remember all these mechanics, so thank you ! Could you do a netcode analysis of the "new servers" Ubisoft promised to us for Rainbow Six Siege (release September the 5th) ? It would be very interesting and I think it could bring a lot of new viewers to your channel as these servers are very expected by the community. Thank you :)
Thanks! Yes, I will try to do an update test once the roll out the new patch. Will be interesting to see how it stacks up to the old tests I did after the R6S release.
I need a certificate of completion to hang up in my office so that I can tell the GF I'm doing tedious research when I'm actually watching your net code analysis videos.
For noobs like me, is there a way we can check our internet such as a grade. I️ feel that my internet breaks down over time as I play. Thanks in advance
Hey Chris, just a quick question (at the risk of the answer already standing somewhere): What software do you use for the visualizations in your videos (for example at 2:00)?
As I said and wrote in the description. This is an extended version of the networking basics that I *used to* include in my netcode analysis videos. From now on I will no longer include this in the actual netcode analysis video, instead there will be a link and a card which point to this video here. This measure will keep the netcode analysis videos short.
I understand the example you showed of the low ping player running and receiving damage behind cover but I do not understand what causes the scenario where you come around a corner and you get killed immediately. Then, in the killcam you see that the other player had a ton of time to kill you. It’s almost as if my character is real time in ahead of what I am seeing on my screen. Does this mean that the player shooting me has a lower ping than me?
You must always take the killcam with a ton of salt. In almost all cases what you see there is an aproximation of what the other player has seen on his screen. In multiplayer games you deal with 3 realities/perspectives which all differ from eachother: - yours - the servers - the other players The perfect killcam shows you a gamestate capture of the player who shot you, but that would mean that he sends a 'demo' file to you for you to watch/review, that is obviously a problem due to network and processing constraints (especially on console). So you either get an aproximation the server came up with, or something your own gameclient came up with. The result is that the killcam is never 100% accurate - take it as "this is sorta how you died".
@@BattleNonSense I get that. But the question I think EVERY fps gamers wants to know is why some of us in certain locations get “insta-deaths” all the time. Even with extremely low ping. I have gigabyte internet, ping under 30ms, and a crazy fast high-end gaming PC and yet I literally can’t even play Call of Duty. I would estimate around 70% of my interactions, my character is visible to my opponent way before I see them. There are times where I know a player is coming around a corner, I have my gun aimed down site, I don’t miss a single bullet and yet they are able to come around the corner while running with their gun down and they still have time to ADS and kill me. Is the game designed to “artificially” slow down good connections? How can someone else be so far ahead of me if I have such low ping? Also, I have a gaming router where I can limit the lobbies that I join based upon ping. I have tried everything I can think of. It has to be the way the game is designed but I don’t know why. Thanks for your comment!
1:00 Ping
2:10 Lag
3:10 Lag Solutions
5:30 Factors that effect your connection
8:00 Super Bullets
9:15 Tickrate
10:50 Network Models
14:55 Paket Loss
16:25 Measurement Methods
thanks
Thanks for putting so much effort into these.
Ja ich danke sehr :)
It's good to see someone actually explaining this, since I have a suspicion that 75% of those who complain about poor netcode have no idea what netcoding is about.
Doesn't matter still died to bullshit. Nuff said.
More than 75% maybe 97% 🤣
"Unless we break the laws of physics." WELL WE SHOULD GET ON THAT THEN.
Good luck :)
Wow you're a criminal!
Electron teleportation should work once mastered
wtfuredead i herd that electron teleportation has worked across a room , (probably a not so reliable source)
"Breakin' the law, Breakin' the law"
7 years later still cant find a vid that goes so much into detail behind the netcode of multiplayer games, you my guy are truly godsend, thank u so much
I love your professionalism. Great work!
Netcode 101 §1:4: On consoles it will never get good.
But seriously, this is a top notch quality video.
I think you are wrong thought. In computers there have many unnecessary and hidden services process's running on the background that you are not aware of and deteriorate ur internet flow, while consoles are just focused on "game things".
Sony and MS are too inflexible to allow for companies to discriminate against people with bad connections, even if it would be better for most of the other players. Even though if you have a sub 5 mbps connection you probably shouldn't be expecting too much, from the perspective of the company it would reflect on them, and they really want in your wallet.
That will be true until the US and Canada have an infrastructure overhaul and companies charge reasonable fees for a service that costs them next to nothing anyway, which will probably be never.
Marlon Alucard Windows gamemode
Alucard if you have unnecassary and hidden programs, i think you have a virus dude go check yourseld
Alucard plus, he's talking about netcode, not power, hardware or software.
I'm deaf. Can you please upload your script into the captioning tool? TH-cam's speech recognition engine will automatically time the script to the speech.
Stop being deaf
@@t72oftruth66 fuck off
@@enkercodm9506 lol. but yeah it would be nice if more youtubers added captions to their videos.
@@DrJams the reason many don't is because captioning is a pain in the ass to do and youtube's captioning tool isn't helping. but i feel that youtubers over like 100k subs that can afford it should pay someone to caption their videos
@@katewolf00 Super easy if you use Sub Edit.
Finally!!!! an explanation to why I feel like I'm shooting blanks in certain games. I'm so glad you explained this. I knew I wasn't crazy. Thanks you so much for this!
Great video! Everyone complaining about hertz and tick rates being too low should watch this so they can be informed and complain some more but with knowledge.
This guy is much better than my professors in explaining complicated things.
Thank you, I have to admit that I had to replay the video multiple times to understand everything but you did an incredible job explaining everything ! :)
I was literally trying to put into words the idea i was playing around with last night on ue4. You put it exactly how i dreamed 🤞
Factors in not only distance, but routing as well.
For once, someone who knows what he's talking about - instantly subscribed!
God DAAAAAAAAAMN this video is good I'm downloading it, I wish there were a thousand more videos like this
As someone thinking about making a lateral move to switch configuration/management at work I love these types of videos! Not sure if there's anything you'd like to expand on but I would gobble any other of these informational videos down.
Chris, you are a guru and I salute you for your time and effort, for making clear, quality and great video like this, this explains alot for us gamers. Please guys, this channel deserves to have 1 million subscribers and even more. Let's all come together and support Battle Nonsense
wow mind blown with this video. pretty much just sums up how shocking the online experience is for games. and that someone with 200ms of ping can still out perform someone with 40ms.
@@atharvaparulekar1035 good
can we just appreciate which to me is comparable to a miracle that the Internet is.. the fact that people on different sides of the planet can play a game together and it only takes 10ths or 100ths of a second is just insane.. less then hundred years ago it would have been considered magic lol
I'm impressed with the quality of every clip and bit of information you give on your channel. Fantastic work man! Thank you for the hard work you put into each video!
Very well explained! I actually kinda understand how this all works now :), thank you!
The power of our computers never ceases to amaze me.
Really great video man! 💪
I love the effort and knowledge you provide with every video, you earned a sub my friend! Keep it up!
Fantastic explanation. Thank you for this video!
Thanks for this and all the analysis videos. You have me sounding like a genius to my friends
This is the best netcode breakdown video I've ever seen
you are my teacher now. please make video on how to make game server and how to get authority
Thanks for doing the job devs. should had be doing for 17 years.
really nice content, "gamers" often don't pick up on what is actually happening and this really teaches alot !
Very useful video and also very nice explained!
Great video! Very succinct explanation of all the jargon of networking and clear narration. I subscribed before the video even ended :p
Brilliant video man, just brilliant. Every gamer and developer should watch this.
I think this was more informative than what I learned at Uni... haha. Though I wish people didn't complain about not having to hear about the Netcode 101 at the start of your videos (guess that's just a generation thing) I thought it was fine. They'd have to know anyway since this IS what you cover on a game by game basis.
This helped me out so much in the terms of using Wireshark to determine the issues I have with Champions Online as well as FEAR Combat Online. Thanks. Really..
Ironically while watching this my internet has dropped lol
The Red October analogy was amazing!
Nice video!
It might be good to also talk about jitter when talking about fine analysis of pings. It can also be helpful to check your isp's BGP table, sometimes referred to as looking-glass.
+Battle(non)sense thank you bery much! Appreciate this video. Got Planet Destiny to thank for making ur channel known. Already shared to my gamer friends! Awesome vid!
9:00 so this is why I run into players who always red screen me before I have time to react. I thought I just had slow reflexes.
This is a fascinating and illuminating tutorial. Thank you for uploading.
This video needs to get on the front page of reddit, so many people have no idea why they have "lag"
Great video thank you! Summarized we can say if you live in a small village far away from the location of the game server you are pretty much f****d and quite disadvantaged...
Really great explanation!
Thanks for the video!
I learned so much in 1 video! Thanks a lot!
You produce really high quality content man, i appricate it :D
Wow! What a niche channel! I'm so glad you exist! Gamers need to know this shit!
You should do a video on the implications of cloud based competitive gaming.
r6: siege is to update on 5th. patch suppose to improve the lag situation. you plan on looking at it?
Great video. I like the old days of having to lead the target only. It resulted in less WTF moments but of course was not as fair to HPBs but then if you were truly competitive you wouldn't bother with those servers anyway.
hey i was wondering if having a monitors refresh rater higher than the refresh rate of the game could have an issue on performance as well. Also, what sofware were you using to test the NET code and how did you find out the IP adress of the Server?
This will probably not be seen by anyone but here goes. It would be better to use the tracert command with a -d flag. So in the example it would be tracert -d 45.32.153.49 as that would not try to resolve the hostnames of the routers, which makes the trace go faster.
This is amazing. Lots of effort. Very appreciated.
I knew well all these, but I enjoyed the video a lot. Thanks!
🤯great video and explanations overall👏🏻👏🏻👏🏻
Learned so much! Would you ever do a vid like this for gears of war!? Please do! That game has so many net-code issues. I would love to see your take on it and how it could be fixed.
How does Host state rewind affect long distance Australian customers.
Thank you so much for making this! Was super helpful!
That's why I used to kick ass in older battlefields but am pretty useless in modern ones, I didn't know what that stupid clock icon meant
WOW, this video has an AMAZING amount of networking info, thanks! What software do you use to create the presentation? I just love it! Thanks for the Video!
Thanks! Adobe Premiiere, After Effects, Illustrator and Photoshop were used.
best video about network gaming
Maybe you could do an updated test for Rainbow Six Siege. They are currently testing a major update, which should come to live servers next week. New server infrastructure, slightly higher tickrate, many bugfixes and more.
for the "client as host" network model cant the host force a latency or buffer on themselves so that the data from the host's client reaches the server around the same time as the other clients?
I believe Dolphin emulator's Netplay does this
Hey, can you analyze the netcode of Spellbreak? It's an FPS battle royale with heavy emphasis on projectiles. I was wondering based on whose perspective the hit registration works to be able to compensate the lag in predictive aiming on high ping. I'm not sure if you can just aim based on visuals, whether there's a lot of movement prediction, or whether it's attacker's or defenders/dodger's advantage.
Does the bit about packet loss assume most games a UPD connectivity?
👍!👍! Good job! I learned alot in the video. Excellent content, & thank you.
How do we fix it as much as possible? Other than deleting the game...
Have you ever done a video on like the different lan adapter settings ie: flow control, interrupt moderation and if they make any difference on hitreg. I've heard many oldschool opinions on things like lower mtu = better reg and things like that. I'd be curious if you could do a vid or somehow integrate this into a test in a video.
I did tests, but never a video. Bottom line - best case these tweaks are placebos, worst case they break (some) network connectivity.
Chris do you have any tutorials over port forwarding and NAT status? Thanks for these videos. You're doing the Lord's work.
You should avoid manual port forwarding, it can lead to a *ton* of issues _(especially when you don't have a static IP assigned to your PC/console)_
If you are facing issues with strict NAT, then you only need to enable UPnP on your router. If that does not work well then you should find out if there is a firmware update for your router.
Manual port forwarding is the last resort.
12:10 call of duty in a nutchell
Finally, good decision, great video!
So after watching this video I believe the hop that my router makes is the wrong ones obviously, I average 20 ping and then every 30 seconds it jumps to like 600 ping for about 4 seconds, which costs me a lot of gunfights on COD. I play on ps4 and its really annoying. So what I got from this video is that I should call my service providers and tell them to check the HOP Routes?
Did you test your connection for buffer bloat? This is exactly what causes such instant & occasional ping spikes.
th-cam.com/video/ujaULisLy_o/w-d-xo.html
This is a great job and amazing information. But i Will ignore all since you clearly are a villian in a old movie
Client Side authorative is OP?
There is 1 golden rule: *Never trust the client.*
You always need a neutral 3rd party (authrotative server) to keep things fair.
Do you have a 1v1 online servers vs P2P vs rollback netcode video? because a lot of people wrongfully seem to get and religiously say that servers netcode is always the best option for multiplayer in general and they get that notion from these videos. P2P and rollback are universes ahead of servers netcode when it comes to 1v1 online games.
@battlenonsense does nat type have any effect on hit registration and connection quality?like for example if one person has a open nat vs a person with a strict nat will the person with a open nat have an advantage?
NAT status does not impact hitreg
NAT status affects if connections can be established or not.
So it can affect:
- getting into a match (either works or does not work at all)
- voice chat (either works or doesnt work at all)
- group/party/socoial options (either work or dont work at all)
Watched this after Max talks about Rollback Netcode.
Same
I guess dodges in Unreal games are affected by hz . In UT2004 you could lower your doubleclicktime (when you hit the keys twice to make the dodge or doubledodge ) . I never could hit a dodge at 0.15 , sometimes at 0.16 - always when getting used to 0.20 . Reason for this is a shorter doubledodge in lowgravity instagib on Demo Cft-maps .
Awesome videos. I would really like to see how Digital Combat Simulator (DCS World 2.5) does in your tests. Probably poorly, but it would be great to understand why.
every time i watch one of your video, it remind me of EVE Online 1hz.
This video was very informative.
So Splatoon 1 would be using client hosted, and Splatoon 2 would be using "Peer to Peer"
Thanks for this. I always called Splatoon 1 "Monarch Peer 2 Peer" and Splatoon 2 "Communist Peer 2 Peer"
Which games use peer to peer and client as peer network model?
Well done. Great explaination
So is netcode just a blanket term for all variables that effect the transfer of data between players?
Not just data transfer. It includes hit registration as well.
Superb Tutorial.
Hi Chris ! Even though I watched it many times on your past videos, It's always very interesting to remember all these mechanics, so thank you ! Could you do a netcode analysis of the "new servers" Ubisoft promised to us for Rainbow Six Siege (release September the 5th) ? It would be very interesting and I think it could bring a lot of new viewers to your channel as these servers are very expected by the community. Thank you :)
Thanks! Yes, I will try to do an update test once the roll out the new patch. Will be interesting to see how it stacks up to the old tests I did after the R6S release.
Wow!!! Great job sir!
Just watched your video, I think I'm in love :P
Thank's for watching the Netcode 101! :)
Thanks for this awesome content
I need a certificate of completion to hang up in my office so that I can tell the GF I'm doing tedious research when I'm actually watching your net code analysis videos.
For noobs like me, is there a way we can check our internet such as a grade. I️ feel that my internet breaks down over time as I play. Thanks in advance
Hey Chris, just a quick question (at the risk of the answer already standing somewhere): What software do you use for the visualizations in your videos (for example at 2:00)?
Illustrator and Photoshop for the elements, After Effects to shoot the data packets, and Premiere to edit everything. :)
Wait wasn't there another video like this one before ?
As I said and wrote in the description.
This is an extended version of the networking basics that I *used to* include in my netcode analysis videos.
From now on I will no longer include this in the actual netcode analysis video, instead there will be a link and a card which point to this video here.
This measure will keep the netcode analysis videos short.
Best video of this kind!
Perfect!
Thanks!
Subscribed, damn interesting video.
Chris can you do Gears of War 5?
Great Job. Thank you!
Curious is the hosting client knows they are hosting. Are these clients preselected and notified by Activision or whoever?
Are there times where friendly fire is treated with a different priority than normal damage ?
I understand the example you showed of the low ping player running and receiving damage behind cover but I do not understand what causes the scenario where you come around a corner and you get killed immediately. Then, in the killcam you see that the other player had a ton of time to kill you. It’s almost as if my character is real time in ahead of what I am seeing on my screen. Does this mean that the player shooting me has a lower ping than me?
You must always take the killcam with a ton of salt.
In almost all cases what you see there is an aproximation of what the other player has seen on his screen.
In multiplayer games you deal with 3 realities/perspectives which all differ from eachother:
- yours
- the servers
- the other players
The perfect killcam shows you a gamestate capture of the player who shot you, but that would mean that he sends a 'demo' file to you for you to watch/review, that is obviously a problem due to network and processing constraints (especially on console).
So you either get an aproximation the server came up with, or something your own gameclient came up with.
The result is that the killcam is never 100% accurate - take it as "this is sorta how you died".
@@BattleNonSense I get that. But the question I think EVERY fps gamers wants to know is why some of us in certain locations get “insta-deaths” all the time. Even with extremely low ping. I have gigabyte internet, ping under 30ms, and a crazy fast high-end gaming PC and yet I literally can’t even play Call of Duty. I would estimate around 70% of my interactions, my character is visible to my opponent way before I see them.
There are times where I know a player is coming around a corner, I have my gun aimed down site, I don’t miss a single bullet and yet they are able to come around the corner while running with their gun down and they still have time to ADS and kill me. Is the game designed to “artificially” slow down good connections? How can someone else be so far ahead of me if I have such low ping?
Also, I have a gaming router where I can limit the lobbies that I join based upon ping. I have tried everything I can think of. It has to be the way the game is designed but I don’t know why.
Thanks for your comment!