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Cryengine3 netcode at high latency environments 
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Joined: Sun Feb 06, 2011 2:07 am
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Post Cryengine3 netcode at high latency environments
Hello Panzar,
having worked with "unified light and shadowing" game engines throughout the past couple of years in my freetime, I always had trouble finding an engine that would follow the "WYSISYG" concept but at the same time remains playable on clients at high latency environments of let's say >= 400 ms. At that kind of latency gameplay on clients would always turn into a jerk-teleporting-lagfest where playmodel-postion/rotation-updates and animation playback won't just be 400 ms delayed but everything turns into one big mess entirely killing the fun for the player.

Now there are engines that can cope with such conditions pretty solid but they aren't necessarily known for their "realtime all the way" concept (for example the UDK and it's UE3).

I have done quite some testing with a WAN latency emulator (in this showcase comparing idtech4 and UE3, but cryengine2 behaves pretty much like idtech4 at those conditions):

http://www.youtube.com/watch?v=rDXGazHREvE

The reason why I am going in depth so much with this latency testing is, that I would like my multiplayer games to be able to be enjoyed from all over the world no matter where clients and servers are located, so players with a really high latency should at least be able to have a smooth gameplay experience with players moving, rotating and animating smooth once you take aside their really high delay....

Dedicated Server Coverage Radius at Latencies up to 100 ms

Image

Dedicated Server Coverage Radius at Latencies up to 200 ms

Image

Dedicated Server Coverage Radius at Latencies up to 400 ms

Image

So since I have also worked on Cryengine2 Mod Projects noticing that cryengine2 suffers from similar latency related symptoms (like clients rather teleporting around than moving on random WSAD key inputs) I had this question bugging me since the announcement of Cryengine3...

And since you guys get to work with the new engine day by day, my question basically would be if Cryengine3 in anyway evolved over Cryengine2 considering the netcode and are you from time to time performing such high latency delay tests when doing your regular internal multiplayer gametesting and if so what are your results ?

Thanks a lot in advance for reading and replying to this post :)

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Sun Feb 06, 2011 2:53 am
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Joined: Fri Jun 27, 2008 9:12 am
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Location: Moscow, Russia
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Post Re: Cryengine3 netcode at high latency environments
Wow, this is very interesting research. I have to invite someone from our technical team to continue this conversation.
All i can say right now is that we are not planning to use one server point for all regions. We are going to have several server db to provide minimal latency between players in one region and they will not able to connect to another region.

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Dmitry Morozov,
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Mon Feb 07, 2011 12:55 pm
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Joined: Mon Feb 07, 2011 12:53 pm
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Post Re: Cryengine3 netcode at high latency environments
Hi Oneofthem,

As far as I can estimate it, CE3 and UE3 are pretty close in 400ms swam. Both of them are jerky in case of fast and dynamic gameplay and both of them are pretty good if you make a game about battle robots or other inertial and slow animated objects.

Our gameplay is very dynamic and ever players in NA and China would have join game sessions next year. It is not a question of advantage or disadvantage of an engine, nothing buy characters inertia can really help to smooth jerks of other players, who are 800ms in the past about of you.

Best regards,
-Viacheslav


Mon Feb 07, 2011 1:38 pm
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Post Re: Cryengine3 netcode at high latency environments
Just a question you guys going to host Servers like

*London*
*Moscow*
*Beijing*
*Los Angeles/New York?*

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Tue Feb 08, 2011 8:26 pm
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Post Re: Cryengine3 netcode at high latency environments
Yep!

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(RUS) FAQ по техническим проблемам - viewtopic.php?f=23&t=2529
Dmitry Morozov,
CTO, Panzar studio
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Wed Feb 09, 2011 12:47 pm
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Post Re: Cryengine3 netcode at high latency environments
AriOrH wrote:
Yep!


Thanks good to know! I check everyday the forums waiting for some OMG news :D

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Sat Feb 12, 2011 9:31 am
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Post Re: Cryengine3 netcode at high latency environments
Well with the Crysis 2 PC Demo out and Crytek's new dedicated server policy I guess it is save to assume that there won't be public dedicated server files for Forged by Chaos ?

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Sun Mar 06, 2011 1:43 am
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Post Re: Cryengine3 netcode at high latency environments
Nope, no public dedicated servers will be available.

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(RUS) Список предложений - viewtopic.php?f=26&t=3081
(RUS) FAQ по техническим проблемам - viewtopic.php?f=23&t=2529
Dmitry Morozov,
CTO, Panzar studio
AriOrH - Tank 30, АриОрХ - Gunner 15


Wed Mar 09, 2011 11:09 am
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