![]() Our upcoming improved system has some key changes: While these tests were underway, we’ve been actively working on an improved system that is now almost ready for the public. ![]() In Insider Sessions so far, including the Cross-Play Session, we’ve been using an incomplete version of our net code to help test and get feedback from players. Competitive shooters live by the second- where low latency and synchronization are important to a great experience. We know “hit registration”, “lag”, and “dying behind cover” have been very important topics during Insider Sessions for our players. What does the future look like for this topic? One of our public known issues is about the desync issues and how it impacts hit registration. We also know that the hit registration is immensely important when it comes to competitive first-person shooters. ![]() This effect caused some residual issues on matches for the first day, where matches were hosted on servers that came up first and not necessarily what was best for geolocation.įor our next test, the issue should be resolved, and we learned a lot from the experience overall that will us improve deployment in the future. The flooding caused the server to try and make matches as fast as it could. However, once it was fixed the servers were flooded with players wanting to be matched. The team was able to quickly identify and resolve the issue, which is what got people going into matches after the initial delay. It was quite a “fun start” to the Session, for the servers not to be working there for the few minutes. What happened there and how did it impact the test? At the start of the test there was an issue where players were unable to connect immediately. Community team sat down with the team to discuss a few of these topics. After our great turn out for our Cross-Play Insider Session, we wanted to look at common questions and speak to important topics that we’ve seen emerge. ![]()
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