Multiplayer Latency Issues

Multiplayer Games Freezing.

My friend and I decided to pick up SINS to play multiplayer. We have been able to play the game solo just fine, and we are able to start multiplayer games either through the service or through direct IP connection.

The problem is that I eventually begin to lag and that causes the multiplayer game to freeze and it does not resume. I am able to play many other online games, with some bit of latency (occasional losses of connection and some freexing) but when I begin to lag at all in SINS the multiplayer game just dies.

We have been unable to quit and resume the games either, it tells me that I do not have the files needed. (Something about a save file perhaps?)

Are there any settings that can be adjusted to make the game more forgiving of latency? If I can play online shooters competitively, I should be able to play an online RTS without the game itself failing. Any other suggestions would be appreciated as well.
3,393 views 8 replies
Reply #1 Top

I'm assuming you mean you're lagging in late-game scenarios when you say "I eventually begin to lag..."

This is CPU-lag, and not network lag. SINS is purely P2P which means that each and every player's computer simulates the ENTIRE game locally and the "host" only SYNCS the game together.

Suggestions:

1. Play with less total players (ie. lower the number of AI

2. Play with smaller fleet sizes

3. Try not zooming into the bigger battles too much

4. Install version 1.1 beta (version 1.09) via IMPULSE and try out the new more robust netcode.

thanks,

the Monk

Oh and by the way, FPS games are client-server not at all like SINS. No comparison whatsoever. :)
Reply #2 Top
This is interesting:

In regards to the lag, I mean that I begin to lag by way of internet latency. I start dropping packets, may lose connection to my wireless router. I usually get it back within 30 seconds or less, but it seems like even the tiniest flutter in my connectivity causes the units to stop accepting commands and not begin accepting them again no matter how long we wait.

1.) We are playing with only 2 AI and 2 players. I have an Intel quad core running at 2.4ghz and 4gb RAM. My friend has a comparable setup, only a dual core but higher clock cycle.

2.) We have so far managed to get only about 5 or 10 minutes into the game before it freezes. Fleet sizes are small at this point.

3.) So far the freezes have occurred when zoomed out in the home system.

4.)That sounds like a good idea. I'll check into that. I suppose there should be instructions somewhere on the site, yes?

Oh, in case it matters, when I say "freeze" I mean that the ships and planets no longer accept commands and stop moving. The interface is still responsive however.
Reply #3 Top
This is interesting:1.) We are playing with only 2 AI and 2 players. I have an Intel quad core running at 2.4ghz and 4gb RAM. My friend has a comparable setup, only a dual core but higher clock cycle. Should this number of AI players really cause that much grief? (See #2)2.) We have so far managed to get only about 5 or 10 minutes into the game before it freezes. Fleet sizes are small at this point.3.) So far the freezes have occurred when zoomed out in the home system.4.)That sounds like a good idea. I'll check into that. I suppose there should be instructions somewhere on the site, yes?Oh, in case it matters, when I say "freeze" I mean that the ships and planets no longer accept commands and stop moving. The interface is still responsive however.
End of quote


I can safely say that this is not what monk was referring to. This issue that you are experiencing is one that I, for one, have not experienced. I think it is safe to say that this is not a common problem.
Reply #4 Top


To install all newer game versions past v1.05 you'll need to install IMPULSE (stardock's new digital distribution system).

1. Go to www.impulsedriven.com

2. Install IMPULSE

3. Click the blue ORB at the upper left, and under preferences make sure you've got it set to dispaly "pre-release versions/patches".

4. Update your game to 1.1 BETA (v1.09)


Before you ask. That is the only way of getting the patch.

thanks,

the Monk
Reply #5 Top
I can safely say that this is not what monk was referring to. This issue that you are experiencing is one that I, for one, have not experienced. I think it is safe to say that this is not a common problem.
End of quote


Okay. So no one else is having trouble with short duration losses of connectivity causing the units to stop accepting orders?

How does the game deal with latency? Does it just keep trying to send packets until they get through or is there a time limit before you will get some kind of timeout error?

Also, what is up with trying to resume a saved game in multiplayer? How is that accomplished? Does the host need to save the game then email it to the other players? I didn't see an explanation of that in the manual.
Reply #6 Top
1. Sure there have been some people with "de-sync" however the later patches solved this issue for most people. Since SINS traffic is P2P it is quite possible (and in many cases probable) that certain ISP's may be "filtering" your traffic.

2. It's P2P using TCP and therefore requires "connection-state" unlike the "online shooters" you were referencing earlier. This "connection-state" can be easily broken by ISP's filtering traffic.

3. Either party can save an MP game and everyone in the game will have a copy of said save as long as the game wasn't already in "de-sync" prior to you initiating the save. Attempting to send your save to your friend via e-mail in order to get around that problem will bring about another issue. Because the game sees your friend as "dropped" he will be able to rejoin the re-hosted game but the AI will be controlling your friends ships along with him (trust me when I say that's too frustrating to deal with).

Either go back to an "autosave" before the de-sync or start over...

the Monk
Reply #7 Top
1.) Hmmm. Traffic Shaping. Yeah, it's possible. I'm able to use Bittorent just fine but I suppose it is possible that they are doing that. Though, since I use RoadRunner, I would expect that if that were the case that this would be a more widespread problem.

2.) Okay, so it is TCP rather than UDP... Makes sense to do it either way, but TCP is probably better for preventing cheating by mucking with the packet stream.

3.) That would explain why we are having the problem. We are definitely post-sync when we try to save. It hardly makes sense it save and reload 5 minutes into game.

I have updated to the beta version as instructed. I'll have my buddy do the same and we'll see how it goes. I assume both have to be using the same version and it's just as likely that the problem is actually on his side and not due to my on-again off-again wireless connection. It might be his ISP that's using traffic shaping (I am really starting to hate that term, I should start calling it packet filtering, but that's not nearly nasty enough) so I'll find out when he gets updated.

Thanks for the help. I'll let you know how it goes.
Reply #8 Top
Okay, two weeks later, but we finally got some spare time to game together. We have both upgraded to the 1.09 beta and we are able to play a complete game without any latency, loss of connection, or freezes*. I think the updated netcode did the trick.

Thanks for the help.

(* Some video latency when having massive late game battles with a couple hundred ships, but that's to be expected.)