- 1,255
- Indiana
- camaroyenko
- No....just no.
I can join one room, then a couple minutes later, I get disconnected. Then I can't rejoin ANY room because of incompatibility. This just started last night. I cleared my cache and all that. What's the deal?
This happens to me all the time except it started when GT6 came out.
Erm, isn't that a bit contradictory?This happens to me all the time except it started when GT6 came out.
My internet is a joke, but this just started happening, and I never had it happen on GT5.ur internet is too slow
This happens to me all the time except it started when GT6 came out.
also join fixded host lobbys.
ur internet is too slow
I try to avoid fixed host rooms as much as possible but a friend recently began using the fixed host option and ever since then his rooms have become a lagfest with many disconnects.also join fixded host lobbys.
I try to avoid fixed host rooms as much as possible but a friend recently began using the fixed host option and ever since then his rooms have become a lagfest with many disconnects.
I've always hated fixed lobbies because if the host has to leave, or even disconnects, you ALL get booted out.
then your friend has not good enough internet.I try to avoid fixed host rooms as much as possible but a friend recently began using the fixed host option and ever since then his rooms have become a lagfest with many disconnects.
Thats really only basic understanding. Same with the game manual. It is only giving a very vague notion of what is going on. To say "fixed host is better unless you connection sucks" is only part of the story. When a packet of data (a stream of data is in all actually a lot of little packets being sent toy our computer, not actually a "stream".) So when one of these packets leave your PS3, it hits first your router (assuming NAT 2) then hits your modem. from there it runs down the coax line for a few hundered feet until it gets to converter box that will take all of the analog feeds in your neighborhood and swtichs it to digital and sends it down the fiber train. Then it gets to your ISP's main :Station, where it is then routed out to where it needs to go out one the internet. Along the way it hits a number of routers (max is I believe 61 or 62 before a packet is deleted) until it gets to its destination. This is why ping is so much more important than upload and download speeds. If along the way, some peoples data hits a slower router, or has to travel through areas with a lot of traffic, then ping rates will be way higher for those people than others. and if the final stretch to the host is that choke point, then everyone is going to have an issue. There is more to hosting then just bandwidth speed.but they are more stable.
https://www.gtplanet.net/forum/thre...-lobbies-in-gran-turismo-5-with-tests.284643/
this is for gt5 but the same goes for 6.
yes I know how networks operate (btw what you describe as the max amount of routers a packet hits is called TimeToLive for IPv4 or HopsToLive for IPv6 and its value is what you want it to be, its not predefined). You know, stream was not ment literally. But how exactly is that relevant for my point?Thats really only basic understanding. Same with the game manual. It is only giving a very vague notion of what is going on. To say "fixed host is better unless you connection sucks" is only part of the story. When a packet of data (a stream of data is in all actually a lot of little packets being sent toy our computer, not actually a "stream".) So when one of these packets leave your PS3, it hits first your router (assuming NAT 2) then hits your modem. from there it runs down the coax line for a few hundered feet until it gets to converter box that will take all of the analog feeds in your neighborhood and swtichs it to digital and sends it down the fiber train. Then it gets to your ISP's main :Station, where it is then routed out to where it needs to go out one the internet. Along the way it hits a number of routers (max is I believe 61 or 62 before a packet is deleted) until it gets to its destination. This is why ping is so much more important than upload and download speeds. If along the way, some peoples data hits a slower router, or has to travel through areas with a lot of traffic, then ping rates will be way higher for those people than others. and if the final stretch to the host is that choke point, then everyone is going to have an issue. There is more to hosting then just bandwidth speed.
Don't go getting your panties in a bunch buddy. I was just explaining, in what we call laymans terms, that bandwidth is not exactly the prime issue, and to give a little more background to the info you were putting out. I wasn't trying to contradict you or anything. Coming from another country, YMMV, however, in America, the general issue is not bandwidth. I do not believe anyone is on dial up anymore, and even most farming communities that don;t have access to cable/dsl, run off of "4G." networks. One of the prime reasons everyone is told to go from a wireless to a wired connection is due to the fact that a wireless connection can see a huge difference in latency from one moment to the next. Most wireless networks will operate around 24mbps. which I would guess is a little higher than what the average person is getting from their ISP. But the average person will also have enough bandwidth to play. From the experience we have in SNAIL, a fairly robust GT racing league, that has run countless races for nearly 3 years now, I can express with a fair amount of certainty that the general issue people have in regards to connection issues comes down to equipment, or routing, which would lead back to equipment, some of which you have control over, most of which you don't. I've seen people with as little as 2mbps up and down have no connection issues, and people with 20 up and 50 down have constent lag and disco issues. Speed is important, but only to a small point. Even DSL should handle to job well, so long as you can get a decent ping time. if your ISP, or in the case of a fixed host, if their ISP has crap equipment, or noise in the line, etc. then all the speed won't matter. To say that bandwidth is the issue is short sighted and, granting some exception, typically not true. This is why such great write ups about port forwarding exsist and help a great deal, this is why everyone is asking for NAT type, and not internet speeds.yes I know how networks operate (btw what you describe as the max amount of routers a packet hits is called TimeToLive for IPv4 or HopsToLive for IPv6 and its value is what you want it to be, its not predefined). You know, stream was not ment literally. But how exactly is that relevant for my point?
Yes you need a good connection, I said that myself. When I only mentioned good upload speed I assumed that good latency is given, because if you have such a high latency that it is the cause for lag (unlikely, its way more likely to be a bandwidth issue if he can play fine but everyone lags as soon as he is the host) you should reconsider playing latency critical games such as racing and shooters alltogether.
Low Latency and enough bandwidth is needed. But if you do have it than hosting a lobby as fixed host gives a more stable experience for everyone because one does not have to worry about everybody else's connection to him but only about a single one. From him to the host.
Interresting. Did you try it in fixed host lobbies, too?We found that regardless of connectivity, once a room hit 14 drivers, the room would start to suffer from lag spikes. If we had a full room, trying to run mics, the whole lobby would become unstable, everything from physics to mics suffered, and more often then not would end with the whole room crashing. We found that turning all mics off during the race greatly reduced the issues. This was in a non fixed room as well. This to me speaks of issues outside of a persons actual internet speed, and more to what the machine can actually handle.