Damn, that is dark stuff.
What makes any complaints so hard to diagnose is that there are many factors that can result in tremendous lag or even a pause in activity like the videos linked here. Most of your experience on non-RM is going to come down to the RM. Right at the source, you're depending on them having a decent setup to emulate, and even then, you're hoping that there isn't something eating up their cpu in the background. From there, you're dependent on their connection - if they're using unreliable wifi, you could very well end up with a situation where there's a break in transmission, even for a short time, which can result in a ton of retransmitted packets arriving all at once, and you get the situation where you receive a rush of enemy position, other player position, and attack data all in a few seconds. Something important to note is that Outbreak uses TCP, which means that every single packet that's sent needs to be received on the other end. Any packets that aren't received need to be retransmitted, which can compound the problem. Another point is that each and every packet needs to go to the server before it goes to the players. There is no direct communication between any player, so if you've got two people that are each far from the server, you're actually doubling the ping time or more. It's not how far you are from your co-op friends - it's how far they are from the server, and *add* how far you are from the server to that equation.It hasn't changed overall. Some RMs are plain bad (internet quality, emulators), some RMs are "great" despite OB's not-so-good netcode.
Example of good, despite being the DT siege, the naturally laggiest situation in Outbreak: https://www.twitch.tv/videos/574941857?t=0h24m00s - If you've played DT online, you know how bad it is by default. RM was wictorious. Also, ignore the freeze at the end, DT does that often.
I'll try to keep this thread in mind, as there are a dozen or more players I could name with borderline unplayable RM lag NOT caused by distance.
If it's remained consistent, than that is fine to hear, too! Basically made this thread because a few users had asked whether anything is going on lately that has worsened the lag compared to their experiences in the past.There is a general consistency when people have stable setups, I rarely notice anything that would be blamed server side, although I imagine it would be the case for some people.
Definitely unlike retail, where connections were majorly a factor because everyone played on similar hardware up until slimline PS2s became the "norm."
Distance is blatantly obvious when their RM/hardware setup and connection are good. Say you .45 potshot a zombie in your face with an RM from east Asia, and you're in NA. That zombie will likely get an attack off. If it swipes, you'll likely be hit before the shot registers. If it grabs, you'll likely be stopped in place/"grabbed" but it'll cancel and the zombie will go flying. Sadly I don't think this can be helped.
But, here's an example of a "bad" RM. This has nothing to do with the server unfortunately, but horrible emulator settings/playing on a Toaster: https://www.twitch.tv/cojirofox/clip/To ... kPermaSmug You can even see Yoko (RM) pacing extremely slowly.
To refer to the original post, the server has had inconsistent loading times in the lobby menus, which is to be expected due to the influx of players (85-100+). In game, it has been more or less the same as it always was, even with the recent increased player count. If you have any specific type of scenario you want me to keep an eye out for, let me know.
edit: next time I play I'll run some pings.
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