Lag in 16 Player Online Races

  • Thread starter Thread starter Earth
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Have you had problems in 16 player online races


  • Total voters
    45
  • Poll closed .
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GTP_Royalton
To many I may seem to be pessimistic, but as most will tell you I was a strong supporter of GT5P before it came out and preached that we should wait to play the game before we pass judgement.

The game is here so we must pass judgement, especially considering most see this as just a beta or a demo, then we should look at it's problems and discuss how they can be fixed instead of overlooking them.

The subject is 16 player online races. How many of them have you been in a 16 player online race that didn't get considerable lag throughout the entire race?

In my experience I say only 20% or less of the 16 player online races I've been in have had no considerable lag.

This makes me worry that even with the help of region lock the fastest internet connection of the field, the host, cannot support 16 cars reliably.

Sadly, I think PD may cut the number of online cars allowed in a race to 12 with the next update or in full GT5.

Only way to prevent this is for PD to step up to the plate and give us official high speed servers that can handle international play.

If they don't, I'm sure we will see a cut in the number of drivers allowed per online race, because 16 players online just doesn't work consistantly.

What do you think?

Disconnected in the poll can also mean just consierable lag that makes the racing unbearable
 
I've only had one 16 person race truly lag, lucky me i guess.

Intersting, were you the host with a T1 connection? :lol:

For me if players don't start to drop out consistantly throughout the race until the number gets around 11 or 12 the race almost always starts to lag up real bad or disconnect

I really really hope PD doesn't cut the number down to 12. They have to have a super budget, why can't they give us offiicial servers?
 
I have a ok connection around 1.8 MB upstream and 16 MB downstream. And most of the times when I'm in a 16 driver race there very little lag. But the again I mostly host due to my connection.
 
I've been in a series of 12 player races that all got terminated before the countdown finished (presumably as a result of an overloaded host), but other than that have had only occasional issues with large player count races causing persistent lag/disconnect issues.
 
ive never been in a 16 player race :(

I don't know if that's a good or bad thing :lol:

The results of this poll are intersting and give me hope.

Maybe it's just me and my connection. I don't truly understand it though, I can race vs 40 cars in NASCAR 2003 online but my connection can't handle 15 cars in GT5P?

It's probably the standalone fast servers they use in NASCAR 2003, considering GT5P probably uses some random guy with a T1 connection who probably has 20 items downloading in a torrent to host a race
 
I think I've only been in a handful of 16 player races - I'm not sure any of them ended well. Even 11 - 12 player races can be a problem.

I was sceptical before GT5P came out that 16 cars online was going to work. I would say my preferred grid is around 8 cars: enough to have a variety of opponents, but not enough to cause server problems.

The additional issue IMO, is that 3 lap races just aren't long enough a full grid to race fairly & "safely". The races need to be longer to allow for reasonable overtaking to take place. A lot of the banging & bumping & consequent spinning out that takes place, is because of the urgency of having to move up the field quickly in a very limited time frame. Longer races would make for better racing.
 
I think I've only been in a handful of 16 player races - I'm not sure any of them ended well. Even 11 - 12 player races can be a problem.

I was sceptical before GT5P came out that 16 cars online was going to work. I would say my preferred grid is around 8 cars: enough to have a variety of opponents, but not enough to cause server problems.

The additional issue IMO, is that 3 lap races just aren't long enough a full grid to race fairly & "safely". The races need to be longer to allow for reasonable overtaking to take place. A lot of the banging & bumping & consequent spinning out that takes place, is because of the urgency of having to move up the field quickly in a very limited time frame. Longer races would make for better racing.

Agreed. So many times I feel that I am finally settled in to the groove of the race and I'm enjoying myself only to have it end.

But I'm wondering how much PD will cater to the suger/caffiene filled want action now and often mainstream gamer when deciding the number of laps per race.

To a mainstream driver longer races may equal more opportunities to spin out and greater gap between him and the winner, and not a better race.

Longer races with the current setup of having a user host the race may also mean a higher number of quitters throughout the race including the host...
 
Agreed. So many times I feel that I am finally settled in to the groove of the race and I'm enjoying myself only to have it end.

But I'm wondering how much PD will cater to the suger/caffiene filled want action now and often mainstream gamer when deciding the number of laps per race.

To a mainstream driver longer races may equal more opportunities to spin out and greater gap between him and the winner, and not a better race.

Longer races with the current setup of having a user host the race may also mean a higher number of quitters throughout the race including the host...

True, but I'm assuming private rooms are coming in the (near?) future.

In F1:CE I typically set a "Quick Race" for 30% which means 18-20 laps (around 25 mins). I start at the back of the grid & gradually work my way (hopefully) to the front over many laps. A serious mistake is race-ending (damage), minor mistakes can be recovered from. It works great!

Way too many cars are spinning off in GT5P online - even experienced drivers - because of the pressure to get to the front quickly. IMO a longer time-frame would result in more interesting "car-&-mouse races among the "serious" drivers. 👍
 
When I used to race PP700 Daytona back when it was an expert race, lag was always terrible with big grids. Halfway through the race, cars would start jumping all over the place, run through grass, fly several feet off the ground, and then crash into other drivers. I don't race Daytona online much anymore, so I can't speak for how it is now. But a month ago, it was terrible.
 
I don't know about lag but what I find is that there are so many bad drivers that just don't understand racing at all, as in how to drive on a track. 👍

Some moron tries to pass me enter a left hander like he's in an F-18 or something. I've never seen anyone shoot off the track so fast. I don't think he was trying to hit me either, his 'angle of attack' was way off. :)
 
Over the weekend I played 3 straight 16 player grid races and each race ended in disconnect. I don't beleive its the connection, the connection is already established at grid making time. Everyone is racing fine. No lag. I put my money on the increase number of participants that have the option of quitting. The larger the grid the higher the chances of disconnect.

When a 16 grid race completes successfully, at the end there is rarely ever 16 cars left. It usually ends up with 10 or so dedicated racers left and when we're luck, one of them is the host that didn't get discouraged to quit.

95 percent of 16 grid races don't end with 16 cars. I'm facing the facts....Newbs and sore losers quit when they can't win.
Ask yourself how many friends you've played against, doesn't have to be racing ...any video game (football, basketball, soccer, street fighter, tekken) when you smoke them they throw the match. It's just some people's mentality. A defensive way of avoiding defeat. Some people have the courage to complete a match and admit failure, seek to try again, while some avoid it and just quit. In the 16 grid races that finished, I'm assuming the host driver had a decent race so he/she did not quit.
 
Earth, just for the sake of sanity, I suggest that you not schedule any more NTSC tournament races at Suzuka. It's a great track, but four disconnections in a row for Group C removed all doubt that there's no way for this track to work for tournaments.
 
After what I experienced tonight in the NTSC Tournament I have to say those who say 16 player online races don't lag or disconnect are very, VERY fortunate or most likely haven't run enough 16 player races.

5 in a row. Yep, 5 16 player races in a row were disconnected followed by 2 11 player races.

It's not a problem with quitting as BreakerOhio mentioned as the races never made it more then a few corners

PD knows this, and they will reduce the number of cars allowed on track to 12 or 10.

Only hope is we get official high speed servers.

Instead I think Kazunori Yamauchi is buying himself a 3rd Ford GT with our money instead of giving us high speed international servers
 
The races that I have hosted with 16 racers have been lag free. I have highspeed.:)
 
I was in two of the 16 car grids, about an hour ago! We made it to the end of the esses, and the lag began. I quit because there were cars flying all over the place.
 
If no one drops out of the race I havent had to much trouble. However once people start quitting then it all goes to heck :crazy:
 
Instead I think Kazunori Yamauchi is buying himself a 3rd Ford GT with our money instead of giving us high speed international servers

That would be a big mistake. Everyone knows that happens when online play is crap. People stop playing.

A 12 player race is still ok, but if they have to keep dropping the number of players that can race then they're not addressing the problem correctly.
 

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