spacemeowx2 / ldn_mitm

Play local wireless supported games online
GNU General Public License v2.0
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Realy Bad Perfomance #45

Open moulin-louis opened 4 years ago

moulin-louis commented 4 years ago

Hi, I'm try to play with my friends to Super Smash Bros Ultimate but were lagging a lot. We have 1Gb/s connection both and with Mario Kart 8, the game run perfect. Thx for help.

Sorry for my english, i'm french

spacemeowx2 commented 4 years ago

Latency and bandwidth are not the same. 1Gb/s doesn't mean you have no zero between the server and you and the server and your friend. And MK8 requires little on latency.

moulin-louis commented 4 years ago

Yes, I understand that but our pc is connected by ethernet, we using french servers and we stand 50 centimeters from our internet box. And SSBU is not a little slow, it is unplayable. So i cant understand how i can make this better. But otherwise thank you for your quick response!

spacemeowx2 commented 4 years ago
moulin-louis commented 4 years ago

We were already at 5ghz so tomorrow I will test to change the server (02h00 AM here). Thx for your help and I tell you again tomorrow

moulin-louis commented 4 years ago

Hello, I tried with the same conditions but by changing the server. The results are the same, SSBU is unplayable. Thx for your help

spacemeowx2 commented 4 years ago

maybe it's a issue about lan-play. What OS are you using? and the version of lan-play is?

moulin-louis commented 4 years ago

We are both on Windows 10 with the latest version of switch-lan-play. We use switch-lan-gui, maybe we should tried without.

moulin-louis commented 4 years ago

I did not specify but with the latest version of ldn-mitn

Slluxx commented 2 years ago

I know this topic is old but for you and anyone else looking this up in the future:

The performance issues you have (especially in MK8 vs SSBU) are due to the different networking protocols the games are using: TCP & UDP. UDP is your average protocol, used in anything where speed is more important than reliability, for example video streaming. UDP sends networking packages that can arrive in the wrong order, double or not at all. In a video stream, if one frame out of thousands has a little hickup in form of an artifact, you dont really notice or care about it.

TCP is used in anything where reliability is top priority. To ensure this, the application demands for the packets in order and if they are not, it will wait for them to be resend before continuing to process them.

You may have guessed it by now. MK8 uses UDP and SSBU uses TCP. Now you could argue why the heck they chose a protocol that lags. The answer is simple. In a game like SSBU, you dont want any kind of inaccuracy. It is important that any input you do is absolute precise and not just interpolated and guessed by the game if your or your opponents connection is bad. In MK8 it doesnt really matter at what frame you got hit by a blue shell, but SSBU players need frame perfect accuracy.

BTW: Usually the player with the worst connection "dictates" the lag. Dont play with more people than you have to in a lobby or/and try to fix your ping if you can (use ethernet on your switch and server, remove interferences such as bluetooth devices, switch your wifi channel or ask your ISP about it). The speed of your connection, as long as you dont have a 500kb/s connection, doesnt really matter at all.