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Edited by boi: 8/10/2022 8:07:51 PM
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Destiny’s Networking and P2P connectivity: What you should know

I wanted to share this as something informational, since there is frustration towards latency, particularly in the crucible. The current integration of Player-To-Player (respectfully known as Peer-to-Peer) network balancing works to a certain degree, but the overall implementation and its success is determined by how well its pros outweigh the cons included alongside it. P2P (hence the name) works by sending packets/conditions between a mesh network, allowing for all clients (the players) to interact with one another in the lobby- if one network has stability issues and has packet loss, it creates latency, or what we know as lag, such as teleportation, shots that don’t register, or postmortem deaths. At times, the system and clients may not be able to keep up with movement patterns of the players in the lobby, which creates another redundancy with quality turnout. It is also important to know that it does not always have to affect the whole lobby, as it could be an issue of the connection type between you and the other player (what we know as NAT) For the most part, P2P is great, but should be incorporated alongside an anti-cheat mechanism. If players are connected to only each other and not a hosted server, the internet packets can be manipulated and signal incorrect inputs in order to gain advantage over another opponent (I.e lag switch, DDosing). BattleEye works well to take care of this scenario, along with addressing third party software within the application- however, it will not fully resolve the “cheater” problem. Packet masking/relay can make their activity go unnoticed , which is what you may see on console every now and then. So, if you’re noticing lag when connecting to other players, it may not be from your end, but how the networks communicated to each other- unless Bungie decides to provide dedicated servers to the crucible, you will more than likely run into a poor connection every now and then, as it’s practically inevitable. [b]Edit: Feel free to correct or add on to what I shared- I have some experience with networking, but it’s not my main focus🤝[/b]
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  • Sometimes too, you might have like a 15ms download ping to another player but their network throttles the incoming from you so you have a 90ms upload ping back to them. Saw this with some networks as I did connection test to see how far around the world I could play against before the ping got into a range I thought wasn’t healthy. Explains some of the connections I’ve seen. Nothing the player can do over what their provider does. Some providers sure don’t like data being sent back through their network but they live opening the gates to send it to you. It’s like they have a 3 inch outlet to you but only give you a half inch inlet to send data back.

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