There are a variety of different ways of doing this: In some of the older ones, you can basically mix your signal with a radio frequency and essentially send lots of different radio frequencies down the same wire, the same piece of copper, in the same way as you can send lots of different radio frequencies through space. Each one of those can have a different conversation on it, and you can send lots of phone calls down one piece of copper like that.
You can also do something which is called ‘time division multiplexing’. So that's whereby you send a hundredth of a second of one person’s conversation, a hundredth of a second of another person’s conversation, a hundredth of a second of another person’s conversation... and you interleave them, and then you have some electronics which you can take those back out again.
IPv6 and IPv4 only exist analogously, meaning they share the same functions i.e. infrastructure but not the same tunnels or protocols, meaning they are not hindered by the same congestion as each other.
I repeat: most carriers use Layer 2 WAN technologies (HDLC, Frame-relay, ...) ... IPv6 is nice, but it will not change the amount of data that can be transmitted through existing infrastructure, nor will it affect the delay in any way.
however if you have a decent ISP who routes your connection down a native IPv6 pipeline, then yes, you are going to experience a more stable and reliable network experience with a faster speed to boot.
That is true. But how realistic is it to expect your traffic to not cross paths with IPv4 carrying infrastructure given the current state of play?however if you have a decent ISP who routes your connection down a native IPv6 pipeline, then yes, you are going to experience a more stable and reliable network experience with a faster speed to boot.
The downfall for other people who cannot get on a native IPv6 line from client to server means that not only does their information possible have to be transferred from radio to light and vice versa but then it has to possible go through NAT64 systems to go from IPv4 to IPv6 and vice versa.
One day, hopefully, the internet will force a industry standard where companies simply wont be allowed to drag the ball and chain. I guess we can all dream.
I have 3 DSL lines here to the house all with IPv6 enabled. Australia is completely IPv6 enabled and I am willing to bet that majority of USA is as well, it is up to your ISP and your hardware to determine if you are IPv6 ready.
ferzalrwb17_ESO wrote: »
I have 3 DSL lines here to the house all with IPv6 enabled. Australia is completely IPv6 enabled and I am willing to bet that majority of USA is as well, it is up to your ISP and your hardware to determine if you are IPv6 ready.
Umm... which Australia do you live in? None of Australia is completely IPv6 enabled. One ISP afaik has some ability to provide a true IPv6 path to limited sources (read google Australia) and I think that's Internode. These things change all the time but 99% of traffic in and out of Australia is v4 whether you think you're using v6 or not. Who knows what Telstra actually does with v6, for example, but getting a true path to any destination is unlikely. And how would you know?
All of the big ISPs are either experimenting, have some kind of pseudo-support with very long transition timetables or don't even offer it all (I'm with iiNet and it's not an option although they did experiment for a bit and the tunelling, I found, made it far, far worse than v4). It's all dualstack of course and it's all on the same path.
So you're sitting there thinking you're using some dedicated v6 highway most of the time when it's actually none of the time.
For the purposes of a netcode discussion it couldn't be more pointless. You also mentioned not getting technical and going into, amongst various things, discussion about UDP used in ESO. Please enlighten me as to what, exactly, is wrong with the way ESO is utilising its UDP comms.
If you can show us that the game is even utilizing UDP protocols, that would be a start because we have already addressed (in other threads) that the only activity we have seen thus far is via TCP protocols and nothing on UDP.
ferzalrwb17_ESO wrote: »If you can show us that the game is even utilizing UDP protocols, that would be a start because we have already addressed (in other threads) that the only activity we have seen thus far is via TCP protocols and nothing on UDP.
That was kinda my point. You mentioned UDP in your OP.
Yes, it doesn't use UDP. Hence I was wondering how you were going to get "technical" and talk about its inefficient use in the two main gaming protocols.
Netcode is never going to be perfect and there surely are some issues in this game but, to make constructive criticism, you really need to stick to what you know. Bringing IPv6 into the conversation couldn't have been more pointless.
None of us know how their code works so criticising specifics is impossible. All we can do is point out how the end result plays out. So talk "gamer" and not pseudo devspeak and you'll get further.
You did some of the former and that's the part of your OP I could nod along with. The rest, unfortunately, just invited the criticism that has followed.
@Wreaken
I don think you understand this technology enough to be complaining about it/discussing it nor the underlying network layout that would use these technologies.
TCP vs UDP is really a moot discussion, as TCP just adds overhead whilst adding the benefit of dropped packet detection and unless there is a large latency issue at the destination point, which there is not, UDP can offer nothing additional.
Australia is on the other side of the world from where the servers are located. It is amazing that you can even do this with a minimal 300ms or less ping. However, the more hops, the more likely an issue/error of a dropped packet. If you want to see crazy jumping around, UDP will give that to you. But for now, your points that you have made are incorrect and not advantageous to the game.
You missed my point completely, if you go through the stickies, they tell you to open up UDP ports. Yet we haven't been able to find any activity across those ports.
ferzalrwb17_ESO wrote: »You missed my point completely, if you go through the stickies, they tell you to open up UDP ports. Yet we haven't been able to find any activity across those ports.
I haven't looked at them. Obviously someone without a clue in support who knows nothing about the game making forum posts? I don't see what that point has to do with your netcode OP though.
I can confirm, in seconds, ESO doesn't use UDP with the most rudimentary networking tools. If you're saying that it's lagging because of the lack of use of UDP... meh is my opinion. UDP generally has lower priority and far greater chance of dropped packets so it's six of one, half a dozen of the other.
As I said, that really didn't seem to be a criticism in your OP.
@Wreaken
I don think you understand this technology enough to be complaining about it/discussing it nor the underlying network layout that would use these technologies.
TCP vs UDP is really a moot discussion, as TCP just adds overhead whilst adding the benefit of dropped packet detection and unless there is a large latency issue at the destination point, which there is not, UDP can offer nothing additional.
Australia is on the other side of the world from where the servers are located. It is amazing that you can even do this with a minimal 300ms or less ping. However, the more hops, the more likely an issue/error of a dropped packet. If you want to see crazy jumping around, UDP will give that to you. But for now, your points that you have made are incorrect and not advantageous to the game.
None of this has anything to do with what we are talking about or suggesting, it is just derailing the thread.
In regards to the ports being opened, these were supplied to us from the Developers.
If you can, please do direct us to where I said in my OP anything about UDP.
.These are but some very trivial examples of how the netcode of the game needs some serious optimizing. I could go in to far greater detail, buff usage, location synchronization and in to technical issues revolving around transport layer protocols using TCP and UDP but I won't.
Being another Aussie i agree this has the worse lag i've seen in years, its weird its like im back in Delta force on my Celeron 400 with 56k modem..
Honestly i play a lot of MMO's from Australia and this mega server is BS it's crap...
Next gen game my ass lol
ferzalrwb17_ESO wrote: »Clearly not from actual devs behind the netcode because they would know they haven't used UDP - perhaps from the dev "team" which could include
@Wreaken may I ask what your latency is to the game server? Just to understand better the actual impact it is having in game play.
I have nothing to add too this conversation, but I would like to wish you good luck in predicting my absolutely random and at times borderline panic stricken button pushing when fighting another player.
ZOS has to optimize the code, cluster more servers, move servers near the players and pony up for more bandwidth and make SLA agreements with their providers..
Derp!