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MP tests
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Beghins

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italy
PostPosted: Sun Jan 29, 2017 12:05 pm    Post subject:  MP tests
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I'm trying to fix the outofsync bug, if present, so I need feedback from you, even if for you there's not desync and you finish all your matches just say this, so I can estimate a percentual of success.
If I play human vs human I don't have desync at all.
Today I had a test on Equilibrium map, 4 players and 2 AI and yes my human enemy had the out of sync error but it was about after 2 hours of play and everyone had researched/built almost all, so have I to continue to search for this error? Is it present for you?

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SpootKnight

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PostPosted: Sun Jan 29, 2017 5:18 pm    Post subject:  
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Would it be possible to see how it goes without the added systems that use scripts? I'm wondering if being kicked by OOS is triggered in the same way it happens in GTA IV, where poor game performance would remove players (even yourself in a solo session!) because it wasn't able to match the online session.

In another thread where I brought up the differences in performance between Complex and the stock Homeworld game, Oni mentioned that the scripts do add overhead to the game and the past few hotfixes have begun to address that.

Maybe it gets to the point that an OOS happens because an AI player processes things on its own adding processor overhead, while the scripts further add to it, ultimately slowing people down enough that they can't keep up with the host?
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Beghins

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italy
PostPosted: Mon Jan 30, 2017 9:12 am    Post subject:  
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Maybe, we have to check, since I don't hear or read anything means all works fine, as for me did, anyway I wait for your report, I know many players are having lan/internet games, so just say if all is OK
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SpootKnight

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PostPosted: Mon Jan 30, 2017 7:57 pm    Post subject:  
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While they were on older versions, pre 10.3 at the latest if I remember correctly, we only ran four sessions; all done as Internet.

The first two, human vs. bots 2v2 in Horizon and Alliance for Glory, ended early in OOS about 90 minutes in.

The other two which we could finish was a 1v1 in Arcade Fight and a 2v1 in one of the three-player maps. Both took an hour without anywhere near the level of performance loss of the first two.

If I can get a session in the latest version I'll say when things start to happen differently. In a solo game a 2v2 takes about two and a half hours before the performance hits become very noticeable. Generally, on a multiplayer session it takes half the time. Maybe the script and AI revisions will change that, but I don't know at the moment.
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PANITA

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austria
PostPosted: Tue Jan 31, 2017 7:46 am    Post subject:  
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only human works good for now.
against ai (2vs2) we get desync between 30-60min.
if there is time, we'll test again and post logfiles.
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PostPosted: Wed Feb 01, 2017 6:22 pm    Post subject:  
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Just ran a session in Alliance for Glory, same setup as before with 2v2 humans and bot teams with normal dynamic difficulty.

Performance has improved from the previous versions, with UI lag becoming barely noticeable 35 to 45 minutes into the session as opposed to 20 minutes. I understand this part is on the game itself so not much can really be done about it.

Actual performance loss was very minor, maybe 40 to 45FPS at the slowest, only happening on occasion 90 minutes into the game. Despite the improved performance, we had an OOS after two hours. Before 10.5.5, this happened within 60 to 90 minutes so there are improvements being made.
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Mirkha

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PostPosted: Sat Feb 25, 2017 10:38 pm    Post subject:  
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hello

human vs human no problem
with ia, desync error each time, 1 hour or two but no way to finish the game

Confused
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Mirkha

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italy
PostPosted: Fri Mar 24, 2017 12:51 pm    Post subject:  
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hello
any news about this issues ?
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