Alright.. that's three for three, FPS's on XBL that have had suckass lag. First was the former champion, UC, then Ghost Recon, and now RTCW. I tried for an hour to find a server (even with an 'excellent' connection) that could handle over 4 or 5 people - no luck. Finally I hosted, left it open for an hour, and got 8 people going, and it was a BLAST. But seriously? WTF is with the jackass lag on these games?
My first suspicion is that the XCPU just can't handle serving and playing at once, as the dropped frames, packet loss, and general wierdness are NOT your typical 'lag'. That said, what is MS going to do to fix this? It'd be nice if they could run a server farm of sorts, but that seems unlikely (P2P is that much cheaper). They could release stand alone server clients for the PC, but that'll never happen.
I have a sweet 3 meg down, 1 meg up ADSL line, so bandwidth is not the problem. Player movement was a little jerky for me (as host), but I have no idea how bad it was for the actual clients.. either way, I'm not impressed!
Non-FPS games, or should I say, non-PC games haven't had any of these problems. MotoGP runs like a charm with 16 people, MechAssault flew with 8.. so far its just been the PC ports that have sucked ass online (UC/GR/RTCW).
What gives?
Either way, I'm not very happy with this. I guess I should say, that once I had my game up and running, it was a BLAST to play. Words cannot describe the coolness that is seemless voice comm in a team based game like RTCW.. but seriously, talk about the barrier to entry (to play) heh.
edit: I should also add that the problem was almost as bad on 'dedicated' servers as well.
So much for 'broadband makes everything easier' heh.
My first suspicion is that the XCPU just can't handle serving and playing at once, as the dropped frames, packet loss, and general wierdness are NOT your typical 'lag'. That said, what is MS going to do to fix this? It'd be nice if they could run a server farm of sorts, but that seems unlikely (P2P is that much cheaper). They could release stand alone server clients for the PC, but that'll never happen.
I have a sweet 3 meg down, 1 meg up ADSL line, so bandwidth is not the problem. Player movement was a little jerky for me (as host), but I have no idea how bad it was for the actual clients.. either way, I'm not impressed!
Non-FPS games, or should I say, non-PC games haven't had any of these problems. MotoGP runs like a charm with 16 people, MechAssault flew with 8.. so far its just been the PC ports that have sucked ass online (UC/GR/RTCW).
What gives?
Either way, I'm not very happy with this. I guess I should say, that once I had my game up and running, it was a BLAST to play. Words cannot describe the coolness that is seemless voice comm in a team based game like RTCW.. but seriously, talk about the barrier to entry (to play) heh.
edit: I should also add that the problem was almost as bad on 'dedicated' servers as well.
So much for 'broadband makes everything easier' heh.