Tell me more ×
Arqade is a question and answer site for passionate videogamers on all platforms. It's 100% free, no registration required.

A very simple question I am trying to solve my desync problems. I have looked around the net and some people say it is one thing that causes it others have different conclusions.

  • Is it caused by my computer not being as good at performance of other players computers processing capabilities meaning it cant keep up with them, to give an example of this you could say my computer is a slower at reading a book than others so it is not on the same chapter as them.

  • I checked my internet connection and speeds and I have a good low latency connection with high bandwidth (40+Mbps)?

  • Or does it depend on the way the game programmers have built the game, in that case I cannot solve it unless they patch the game?

Myself I think it is a mixture of them all above which is making certain games (ArmA2 , Wargame EE, Planetside 2) unplayable at times.

share|improve this question
2  
There is no single, concrete answer to this question; each game handles synchronization differently, and will do different things when it re-syncs. If you have a specific game you want to know about, we might be able to help with that, but this question is far too broad. – fbueckert Nov 28 '12 at 15:48
1  
I saw that. The way your question is worded, though, opens it to every multiplayer game. I would highly recommend limiting the question to a single game, as that would be answerable. This, currently, is essentially, "Why do games desync, and how can I fix it?" – fbueckert Nov 28 '12 at 16:20
1  
@EricB The point is, though, that every game doesn't function the same. Each might have ways you can reduce the chances of it happening (ie. Don't use ability X), but those are specific to the game itself. That's why this question is too broad; there's no way TO answer it that applies globally across all games. – fbueckert Nov 28 '12 at 16:24
1  
@fbueckert Well, the games might be different in their response but the nature of desyncs really isn't. I consider this question answerable, specifically because desyncs are never the fault of the user even if the user could have taken action to mitigate the risk. – Eric B Nov 28 '12 at 16:28
1  
I still feel the question is far too broad to be able to provide a concrete answer, and am voting to close based on that. To each their own, though. – fbueckert Nov 28 '12 at 16:32
show 2 more comments

closed as not constructive by fbueckert, Michel, Kappei, kotekzot, JohnoBoy Nov 29 '12 at 7:17

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or specific expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, see the FAQ for guidance.

2 Answers

up vote 5 down vote accepted

(Note that this answer makes some assumptions about what you mean by "desync")

It is NOT YOUR FAULT:

"Sync Errors" occur in multiplayer games because they are attempting to run an identical simulation on multiple machines. That means that a centralized server is not running the simulation, but instead with enforced latency and a queue of all user inputs, multiple clients are running an identical simulation all at the same time. A lot of games do this because it removes the overhead of server-side simulation and upkeep, and it also makes implementing instant-replay pretty easy. Ever notice how you can't get a terminal (crashes the game entirely) sync error in games that have dedicated servers? You can just reconnect and get right back in the action.

The downside is that if either of the clients' simulation no longer matches up with the others, the simulation is undefined and cannot continue. Which version of reality is the "right one"?

Here's a few reasons that a game can go out of sync:
- Random number generation that is not properly deterministic
- Floating point representation and math that is not properly standardized
- An error in the transport of input information between the clients
- ANY case where doing the same thing twice can produce two different results (critical hits?)

Now, you'll notice that there is virtually nothing you can do about this. It is the job of the game developers to ensure that sync errors do not occur. Unfortunately this is a hard problem to solve! Company of Heroes has been out since 2006 and has gone through two expansions and numerous patches and still has sync errors. Upgrading your internet and computer can help, but in the end if the software were written well enough sync errors would never happen even with sub-par hardware.

This is a pretty good article on the subject by a developer of Supreme Commander.

share|improve this answer

Eric B. is perfectly right: desyncs happen because of a bad programming of the network layer in games. (Often because it was something added later and not thought through from the beginning, but not always).

However, we can list the things which can make those desync happen more or less often:

  • Your computer can't keep up with the global simulation: it can be because your computer is too slow, or because your ping to the server is high. In any case, you can't exchange data fast enough with the server to keep up with the current state.

  • Your connection bandwidth is insufficient: some games exchange far too much data to keep the clients in sync. If you can't send or receive enough to keep up with all the data necessary, you will desync. (Example: Magicka on launch, Torchlight 2 during the beta)

  • Your connection's quality is poor, and you lose a lot of packets: if you play on wifi with a bad range, you are likely to lose packets. You will lose information the server sent, or the server won't get your changes. If the game doesn't handle this correctly, it can lead to desync (Example: Magicka on launch). Note that lost packets can happen even if you have a great connection. It can just happen anywhere between you and the server

share|improve this answer
It's also the reason why such errors can slip by the quality testing for some games, if it's not thorough: if the game is only tested in a LAN environment, on developer computers, such problems can be missed easily. – Gnoupi Nov 28 '12 at 16:16

Not the answer you're looking for? Browse other questions tagged or ask your own question.