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publicado originalmente en: Second Batch of Melee Fixes are Live
5/14/2016 1:18:17 AM
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SBMM has nothing to do with lag in Destiny. It's the fact they use P2P (Peer-to-Peer) connections v/s Dedicated Servers.
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  • Editado por DHawk12: 5/14/2016 3:21:50 AM
    Of course it does, matchmaking is favoring the skill aspect instead of connection. No players with 1.5+ kd in your region?? No problem, get matched with same skill players from opposite side of the globe. Normal lag is expected on p2p but not severe extreme lag 90% of the time.

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  • I also have a good write up here that goes into more detail: [url]https://www.bungie.net/en/Forums/Post/192605381?showBanned=0&path=0[/url]

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  • Editado por DHawk12: 5/14/2016 4:15:57 AM
    Btw my setup: 50/35 mbps All necessary ports forwarded Custom dns servers Static ips on all my devices/my ps4 is usually the only device active at one time And I have extremely minimal input lag on my tv and response time is almost instant. Dedicated servers is obviously the best choice but the hit (melee) detection/lag is being amplified by sbmm.

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  • 2Mbps is the recommended connection for online multiplayer. Bandwidth has minimal impact on lag. Lag is a direct effect of the distance between you and who you're playing online, and your ping time. If you run a speed test, it will tell you your ping time. It should be <30ms. I'm sure your ping time is fine, but you don't need to pay a lot of money for a really expensive connection. You can have a 2Mbps connection and <30ms ping time. But if you want to do a lot of things at once, you need more bandwidth. So if you want to stream Netflix and have multiple devices connected to WiFi while you game online, then you need more bandwidth. Also, I wouldn't recommend using Port Forwarding; it's a security risk. uPnP works great. You only need to use Port Forwarding if you're router does not support uPnP. Static IPs are fine, but DHCP works perfect as well. SBMM isn't going anywhere though. All online multiplayer games that I've researched use a combination of both CBMM & SBMM, on P2P & Dedicated Server setups. All the P2P setups are worse than the Dedicated Server setups. So P2P is the worse offender in the equation. After all the research I've done, I don't feel that SBMM is as bad as people are making it out to be. People have made it sound that way, but it's just not true, IMO. You want SBMM to help match people up against equally skilled opponents so it's more fair. It's not fair to watch someone with a 3.0 k/d up against players with a sub 1.0 k/d. It would be fun for the 3.0 k/d guy, but the other players would not be having fun. And the point of the game is to make it so that all players have fun.

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  • I'd rather lose to a guy that I can see and damage than a guy who teleports while taking no damage and can crossmap snipe through 5 walls.

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  • Again, I don't have that problem. Maybe 1% of the time something crazy like that happens, but that's within tolerance. But I agree, it does suck when that happens, but it's just a game and doesn't bother me. I still have fun playing and move on to the next match. Maybe your K/D is better than most and that makes it more difficult for SBMM to find equally skilled opponents for you to play against. Who knows? We don't even know what percentage split Bungie uses for SBMM & CBMM. 60/40, 50/50, 40/60...I haven't seen that information detailed anywhere by any credible source. Maybe you play more off-peak hours when there's less people online in the US, which makes SBMM match you up with opponents in another market/Country? If you have an average K/D close to 1.0 AND you play during peak hours, then you should be fine. Even if you have a higher than average K/D and you play during peak hours, you should have non-laggy matches the majority of the time. There's plenty of really good players in every major market (US, EU, Asia, etc...). And I'm not saying SBMM isn't part of the problem, but I don't think it's as bad as people make it out to be. P2P connections is the main culprit, IMO.

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  • Well, as it stands now, people aren't having fun because sbmm is connecting them to people on the opposite side of the planet and almost every lobby is laggy as hell. But hey, nice job detailing how the internet works.

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  • I don't have that problem playing during peak hours of the day. Off-peak hours, sure, there's some laggers in the match. But I'd rather play against equally skilled non-laggy opponents during peak hours than to play against people who are way better than me or way worse than me all the time. And you're welcome, whether or not it was a sarcastic response. Some people don't truly understand how the Internet works, so the more people I can educate, the better off we'll be as a community.

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  • Editado por DHawk12: 5/14/2016 4:52:12 AM
    Cod doesnt use sbmm at all, not even a little bit. 15 mbps is minimum speed for good performance although 2mbps is required just to get on and play. My ping is around 26 and forwarding ports is fine, required if you have a crap router or it doesnt support upnp. Eventually sbmm will be erradicated, idk when but hopefully soon. Sbmm is ok for ib (kinda) but not trials or regular pvp. Honestly there should be 2 seperate playlists, cbmm and sbmm (sweaty) with increased/better rewards for the later.

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  • Not sure about Black Ops 3 as I don't play it, but Advanced Warfare most certainly uses SBMM and I don't have laggy matches there. Why? Because they use Dedicated Servers instead of P2P. Forwarding ports is fine, just not recommended from a security standpoint. Like I said, uPnP & DHCP work perfect. Use port forwarding at your own risk. I would only recommend it if uPnP isn't available on your router and you can't afford a new router. My point still stands that P2P connections is the biggest problem with Destiny PvP. SBMM is not a problem, in my opinion. I prefer playing people my skill level, because that makes me better as a player.

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  • Editado por DHawk12: 5/14/2016 5:46:34 AM
    Cod aw is only cod with sbmm and most people hated it and its the least played cod ever because of it. Black ops 3 had sbmm for 3 days or so and backlash was so severe they had to reverse it. P2P is a problem but its ignorant to think sbmm doesnt amplify lag since online community is tiny compared to Y1 forcing players from different regions to play one another. Maybe your crap kd (no offense) lets u have better connection by only really playing with people in your region but i shouldnt be punished with lag just because of my high kd (1.6, was 1.8 before sbmm).

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  • I understand where you're coming from, and Bungie will never be able to make everyone happy. It would be prohibitively expensive for Bungie to build and maintain a global network of dedicated servers. I'm almost positive cost was the reason they went with P2P; it's a much cheaper solution to maintain. I loved CoD: AW. It was one of my favorite CoD's. I loved the fast movement speeds and jumping all over the place. The verticality was awesome, it felt less linear. I'm sure SBMM is a part of the "problem", as it's an integral piece of the equation. But I don't feel like it's as big of a problem as most do. I feel like P2P has much worse effects on connection quality than SBMM. And your K/D most likely didn't drop entirely due to connection problems. It probably dropped because you were being matched up more often with equally skilled players. I'm not saying connection was not a factor, but I'm willing to bet being matched up with equally skilled players had a bigger impact than SBMM. My K/D isn't really all that bad, when compared to the everyone who plays. Sure, I'm not in the top 10%, but that doesn't mean I'm a bad player. My best is 31 kills with a 20 kill streak, which is really good. My K/D is a .88 at the moment, but it's getting better every month. I'm constantly working towards a positive K/D, and I don't have much further to go. But that's besides the point, and off topic. I understand your point of view. It's true that if you have a really high K/D, you represent a smaller percentage of the player base. So SBMM will probably make it more difficult for players with higher K/Ds such as yourself to find solid matches (depending on the time of day, peak or non-peak hours). But it's only fair to the player base as a whole that people be matched up with equally skilled opponents. The only person that benefits from getting destroyed is the destroyer. It's not fun to always be the opponent getting destroyed. I know is seems sucky from your end because you probably enjoy being the destroyer, but that's just not how the game was meant to be played. Bungie has said many times they want PvP K/Ds to be close to 1.0 across the board.

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  • I know p2p is extremely inferior to dedicated servers but Y1 was WAY less laggy overall than now because back then was 100% cbmm. Sure Y1 got pretty laggy at times especially during IB where it was almost as bad as now but the current lag nowadays is absolutely INSANE and its EVERY game.

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  • Destiny PvP is pretty bad, but it's better now than it was when The Taken King first came out. It's been worse over the past few days, but before that last patch went live it was really good.

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  • Please look at the 'Introduction' section in the article below. It basically shows you how it all works. There's too many uncontrollable variables in P2P connected matches. There's no way the netcode can fix that. With P2P based online multiplayer, everyone suffers if someone is lagging. With dedicated servers, only the lagger suffers. Plus, it's easy to program dedicated server systems to match people based on ping times. CBMM takes priority over SBMM, but it's still broken due to P2P. I play late at night because of the hours I work, so when the majority of the players in the U.S. are in bed, I'm up playing and getting matched with people in Europe and elsewhere in the world because that's where more people are online. If it was dedicated servers, it would not be so bad. It would take longer for me to find a match, because the server in Europe or wherever would have to match me with players with a similar ping time, but that would be fine and more fair. [url]http://gamedevelopment.tutsplus.com/tutorials/building-a-peer-to-peer-multiplayer-networked-game--gamedev-10074[/url]

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