Host advantage

Started by Blank Man, May 20, 2008, 05:06:01 AM

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I <3 U

#45
THERE IS HOST GRAB, IT'S LIKE 1000/1 HERE DUDE. NO1 GIVES A FUCK ABOUT YOUR STUPID POSTS CLAIMING NO HOST GRABS SO.....



HOST PING IS 0 = IMPOSSIBLE TO BEAT.

Hyrage

#46
Host advantage does exist for any games, except dedicated servers.

The Host is the server, he is the one receiving the data and resending it. It's really easy to figure out how it works.



The only thing that could modify the results is the nerwork coding technique. By example, you will see your bullet delayed in some games [Gears of War] when instead you would just teleport in another [Halo]... but the Host always have the advantage.

As Freeman said:
HOST = 0 ping
Players > 0 ping

Even in LAN, the host has the advantage due to data transfer and pixel precision.
http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Ion.67

#47
Blankman, let me direct you to a vider about host advantages. At 2:32, they explain what they are. All of the previous is about the creators.

www.youtube.com/watch?v=eBGIQ7ZuuiU

Westfall

This thread is pointless and Blankman = pwnt by all.

LennardF1989

#49
Quote from: Ion.67 on May 22, 2008, 04:52:48 AM
Blankman, let me direct you to a vider about host advantages. At 2:32, they explain what they are. All of the previous is about the creators.

www.youtube.com/watch?v=eBGIQ7ZuuiU
Damn, you got me there, I was actually wondering how they were going to explain that in a nice way xD

Anyway, we'll try to keep host advantages to a limit. Obviously, there won't be this Host Grab in PS, because that is just caused by lousy coding.

Though, I have to decline Hyrage's his explanation. It's not like that. In UT3, all the player sends to the host is "ICanHazJoin?" while the server returns "YeaUCanHazJoin".

Basicly after that, the host just sends over some variables, the players position and rotation to all players. This all goes in a fraction of a second. When a player (not the host) draws a weapon, he's in a advantage, because it takes a fraction for others players to see he did that (even for the host, even though, the host will be able to see the player with drawn weapon a little bit earlier than others).

Same counts for the host drawing his weapon, except his query will get delivered a couple of miliseconds earlier, because he misses the step from player to host, which isn't an advantage for him (in case of the weapon drawing example).

I'm just saying, there is no "real" host advantage and I think it's all just antfucking... because, what if a player has a slow computer, he might have low FPS and therefore see things later, OMG, HIGH FPS ADVANTAGE! NOES!

Also, the host having no lag isn't true. If one player has a ping of 200ms, it WILL take 200ms for the host recieving the query of the player, it isn't that the host has a lightspeed connection with all players while the players do not, that's bullshit. Ofcourse, the host will be first to see what a player does before the host it's update query gets delivered to other players, but still, if one player lags (say ping 999), the host will see him lag, just like anyone else.

Last but not least, advantages is all a matter of milliseconds. If all players have a ping of 50ms it will take 50ms+50ms=100ms, to update ALL players connected to the host (saying that the player is 50ms "away" from the host, just like everyone else), the host just sees everything 50ms before others. So yea, a fraction of a second, it just won't be noticable for the human eye. CT just had poor coding...

Edit:
My solution would be to give players that are connecting to a server a warning. A warning like: "Your connection to this host is higher than 250ms, which could lead to disadvantages in terms of lag", because a bad ping destroys every game and ALWAYS gives disadvantages for everyone (even host), eather how good or bad the netcode is.

Note: This "essay" is written with the vision on how it works in most games (even PS), with the exception of CT, which just had a bad netcode implemented, along with lousy coding causing and allowing host advantages. So don't come up with counter arguments as: "but... but... but CT allowed you to do forward grab as host! So your explanation is wrong!!!", again, that's all caused due to lousy coding.

I <3 U

I remember i was hosting a fear server once. Everyone was pinging 1000+, there were like 16 players. My ping was 0. Now i suck at fear, and i mean i suck pretty bad, yet i still pwned the server hard because everyones ping was so bad, and people claim no host advantage.

Hyrage

Lennard, I I specified that network coding was playing a major role on the game, you can take UT3 (as you did) as an example. You (as the host) will see everyone that lags running at a normal speed. When you will shoot, your bullets will be picture perfect.

If you are a player in this game, you will see the players moving, but!! your bullets will lag. Plus, because you aren'T the host, you do not see exactly where your enemies are, just aim a bit farther and it should be fine.

Some games are coded in a different way, but anyway... my friend would explain it better than I do, he is working in that field.
http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Cyntrox

Lennard, theoretically:

The moment a spy grabs a merc, the merc can do nothing.

The moment a merc berserks a spy, the spy can do nothing.

Now, if the spy was host, and they spy grabbed at the EXACT same time as the merc berserked, the spy would kill the due to being a host, no?

You speak of pings of 50 ms, but what if the ping is 200? That gives the host 1/5th of a second in advantage. Theoretically.

Now as we know, the internet is unstable. If you have 30 ping when you join a server, it will jump up and down like a drunk yo-yo. If you happen to hit a lag spike, then by the Law of Murphy, you will die.

Am I right?

LennardF1989

Quote from: Cyntrox on May 22, 2008, 04:22:59 PM
Lennard, theoretically:

The moment a spy grabs a merc, the merc can do nothing.

The moment a merc berserks a spy, the spy can do nothing.

Now, if the spy was host, and they spy grabbed at the EXACT same time as the merc berserked, the spy would kill the due to being a host, no?

You speak of pings of 50 ms, but what if the ping is 200? That gives the host 1/5th of a second in advantage. Theoretically.

Now as we know, the internet is unstable. If you have 30 ping when you join a server, it will jump up and down like a drunk yo-yo. If you happen to hit a lag spike, then by the Law of Murphy, you will die.

Am I right?
Yea, basicly, but remember, this ain't CT, and we will do everything in our power to keep that bad coded advantages to a limit. Basicly, that is more or less impossible, since it's Windows we are talking about, it can only do one thing at once. It basicly goes up to nanoseconds, if the spy pressed grab 1ns faster, he won. Something occuring at the EXACT SAME time is VERY VERY rare, and then again, it's still Windows who decides who was first then.

Then again, pings of 200ms is ONLY 200ms, poof, see, while reading the "poof" it already wen't by. At the moment someone has a ping of 800, everyone will complain one player is lagging and will have the ability to kick or whatever. So basicly, the extreme scenes where the host has an UBER ADVANTAGE on speed is likely not to happen without extreme lag, which no one wants to play in anyway.