I posted several posts about desync at startup on some maps. The problem simply comes from the limitation of FPS … I have a 60hz screen, so I limit the FPS to 60. By putting the FPS to the max it solves the problem. Please correct the problem.
Any reason why you want to limit the FPS? There are benefits (though limited) to allowing games to run more than the refresh of your monitor.
@Sikkun, there are absolutely no benefits in drawing frames that will never be shown. And FPS limit (or VSYNC) doesnt cause any desycns. Actually I have VSYNC on and no desyncs at all. Don’t write such stupid nosence topics please.
Sorry but you are wrong mate. You fail to understand how the system works entirely
Saves a lot of GPU and CPU power. This improves thermals, lowers fan noise and saves money in the form of power.
Also these “benefits” only apply for non freesync/gsync displays. On such displays the benefit is lower worst case draw to display latency since the video output is not synced with drawing and instead sends whatever frame buffer it currently has access to. This can be as high as almost 1 frame to frame latency if it finishes drawing immediately after a frame was sent.
Freesync/Gsync solve this issue by synchronizing frames being sent to the display with drawing finishing. As such the latency is always best case and 0 as long as the frame rate is supported by the display.
This only applies when vertical sync is enabled. With it disabled then higher refresh rate is always better as it means more of the screen is showing a newer frame. However this introduces unnatural artefacts such as screen tearing which a lot of people find ugly.
See above. With triple buffered vertical sync enabled there are potential latency benefits from running a higher refresh rate. When the display refreshes a more recent (fewer ms since draw) frame will be shown. However using freesync/gsync automatically gains all these latency benefits without having to draw unnecessary frames (optimal, why the technology was developed).
With vertical sync off then higher refresh rates do have part of all their frames shown. Hence frames are technically not being completely wasted, even if most of the pixels are. However this produces unnatural screen tearing which to most people is even worse than some extra latency.
Frames being drawn should be decoupled from the synchronous game state being updated. Differences in synchronous game state being updated is what causes desyncs. More specifically when various synchronous game state hashes mismatch between clients.
If Warcraft III runs at 5 FPS then most synchronous game state updates will not have frames showing them being made. Like wise if Warcraft III runs at 500 FPS then there will be multiple frames shown per synchronous game state update, possibly with animations and other visual aspects that are not part of synchronous game state being interpolated between frames for smoother motion.
Uh, desync in this case is referring to packet loss (chunks of information) between two computers. One computer ends up thinking you’re somewhere you’re not because of it.
An easy way to think of it would be if you’re playing a shooting game against a friend, and the friend shoots you when on your screen, he’s still behind a wall, and you never saw him. On his screen, he’s not behind the wall and was able to shoot you. This is because the two computers are not in sync with the server. One computer (your friend who shot you) received the information, while your computer (isn’t my friend behind a wall still?) never received the information.
This has nothing to do with frames per second.
TCP is being used so packet loss should not be possible?
Only applies to FPS games and not RTS games. Also does not factor in FPS motion compensation and forgiveness.
RTS games use a lock step like synchronization model where only commands and orders are sent. Each client then executes these commands at the same game tick producing exactly the same synchronized game state between all clients at that game tick. All the server does is relay these commands on in a consistent way, waiting for players to respond as necessary to remain in sync.
Please don’t consider me the last of the morons. I play Warcraft since Warcraft, the first of its name. (Win95). I bought war3 in 2003, I have never stopped playing since (battlenet). In addition, I work in IT, so the blabla on the desync … The purpose of this post is to report the problem to developers, MANY TIMES POSTED ON THE FORUM.
The facts are there, I am not the first to say on the forum, the limitation of FPS >> ON CERTAIN MACHINES <<, created desyncs shortly after the start of certain custom maps, AT EACH TIME.
invite you to go see the videos on this subject that I prepared. It happens to a LOT of people, I am far from being the only one. On the Dev Discords of these maps, a lot of people talk about the same desync at these times … And which are corrected in the same way.