So I’ve never had any networking issues outside of obvious (my ISP is down, or d2 servers are down).
I was playing D2 totally fine before Christmas. Went away for two weeks and have come back to it being barely playable.
What I’m experiencing is how I would describe input lag but I’m not sure if it is.
I’ll be running, try to change directions and and nothing with happen. I just keep running at the wall. I’ll press a load of buttons and eventually he game will catch up.
I tried plugging in and charging my controller but it makes no difference.
My internet is fine. It’s performing exactly as I would expect it to in terms of download / upload times and streaming etc... is fine.
I’ve NEVER experienced this before so I have no idea how to troubleshoot it.
Can anyone help?
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1 Replysounds exactly like what happens when a controller is no longer working properly. Try a different controller and see if that fixes it.
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[quote]What I’m experiencing is how I would describe input lag but I’m not sure if it is. I’ll be running, try to change directions and and nothing with happen. I just keep running at the wall. I’ll press a load of buttons and eventually he game will catch up. I tried plugging in and charging my controller but it makes no difference.[/quote] This does not sound like a network bound issue but a local hardware based problem. This game is not "slaved" to a server. Is one of their key reasons for using the P2P layer... precisely because of how it can reduce or potentiay even eliminate some of the lag that can get injected when you are forced to synch everything through a server first before rendering local changes on your screen. Locally, the client is granted autonomy over controlling your character on your screen... the basic idea being to always make your actions feel snappy. So, your local client is not waiting for a response from a server before your characters actions are represented on your screen--it goes from controller to game system to your screen. Your gameplay data is broadcast to all the players as well as the server at the same time, so the other players can get your updates faster because they are not forced to slingshot a server first (in theory... matchmaking has to be working right to make that work as intended). There can still be lag before other players see your actions on screen, but it is lag directly between you and that player and not you to a server then to that player. What they are aiming for is reducing lag on both fronts... how well the player to player idea works versus player to server to player depends heavily on how well matchmaking and everyone's ISP's routing is working out though.... but such networking issues should not be impacting how your controller is synching with your characters movements on your screen, as network traffic is not supposed to be in play on that side of the equation.
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25 RepliesWhat is your upload/download, and are you wired in hardwired?