- 1,106
- NC/NoVA
- dudeondacouch
No time for that. Must spend the manhours modelling a Nissan Leaf, another Mini and ignoring the customer complaints about their network.
Vol JbolazAgain, it isn't their network. The game is distributed. Their code may need some tweaking, but there is no network hardware or servers that are running the game.
And I might be on tonight. Woot.
Then why do I never have a problem with ANY OTHER GAME.
Vol JbolazBecause it isn't a network problem.
The code in GT5 has a problem, but it is not a network or server issue.
Then how did huyler get booted from PSN the other night, which in turn booted everyone else from the lobby because we're forced to run a fixed host now ?
Then how did huyler get booted from PSN the other night, which in turn booted everyone else from the lobby because we're forced to run a fixed host now ?
That said, last night we had no issues, although it took me 3 times to connect to huyler's lounge. First time the menus would freeze every few seconds. Not sure if that's because huyler was still setting stuff up or what. Second time, as the course was loading my PS3 froze altogether and I had to unplug the thing. Couldn't even do a hard reset. After that though, the room ran smoothly.
First time was definitely because I was in the process of changing stuff. You entered before I even loaded the first track.
Sometimes I'm convinced it is a network issue, other times hardware. Last night I dropped in a 450 room for one race on the ring. The guy behind me was very laggy but I just tried not to look in the rear view. I made it the whole race like that and it came down to a 4 way battle down the straight. No input lag, frame rate loss, or lack of grip.
So if laggy cars can exist without affecting your gameplay, it must have more to do with number of cars on the track than anything else. But I could just be that there network code doesn't scale to 16 and the lag becomes exponential to the point of degrading gameplay.
Wow! We just tried to run a one-make race on Nurburgring GP Short using MX5 roadsters with 14 players and it ran in slow motion
The 6 lap race was unplayable but I urged everybody to keep going while I ran some tests.
The first lap I was running the G25 and official Sony BT headset. I first tried unplugging the G25 and going to the Dual shock and got an immediate speed boost. Then I turned off my BT headset and picked up more speed. I then ran the last lap with both the G25 and BT headset back on and went back to slow motion laps.
![]()
The bug definitely can affect anybody, but if you're running a wheel or BT headset then it's much worse!
That may have been after chuyler left the room and I became host.
@Osprey. I did a 3 lap race (nurb) with my impreza '07 500pp RS (Online)
Lap
1) 6:56.669 (standing start)
2) 6:53.359
3) 6:51.880
I think I can get a 6:50 next time. I need to adjust the transmission,I could only hit 265kmh ....It's only a problem on the long straight at the end (maybe I could get 1 sec there?).
The reason for that probably has more to do with both PS3's using the same ports. So when data comes back destined for say port 5309 and both systems are running your router will not know which machine gets which packets. I don't think there's any way to change which ports the PS3 listens on so your options are limited.
I have a friend whose house I sometimes bring my setup to and we can race in one anothers lounge without issue but once we both try to connect to someone else's lounge or an open lobby one of the PS3's will timeout, usually the one that was connected to the room first.
The reason for that probably has more to do with both PS3's using the same ports internally. So when data comes back destined for say port 5309 and both systems are running your router will not know which machine gets which packets. I don't think there's any way to change which ports the PS3 listens on so your options are limited.
I have a friend whose house I sometimes bring my setup to and we can race in one anothers lounge without issue but once we both try to connect to someone else's lounge or an open lobby one of the PS3's will timeout, usually the one that was connected to the room first.
The two PS3s will have different IPs.
.
The two PS3s will have different IPs.
I think it simply a problem of GT5 not being as tolerant as other games. In some regards, it makes sense. Time is of the essence when speeding around in a race where drivers are concerned about hundredths of a second.
Depending on the protocol, the router *should* know. You've never had a problem where you were loading a web page and got your coworker's web page instead. TCP/IP tacks on a signature of every device it encounters along its path so the response knows how to get back. The signature includes the port and the device ip that originally made a request to the port. However, I don't think the PS3 uses TCP/IP.
PS3 definitely uses TCP/IP.
With the PS3 there is no way to get the outside to use an alt port for PSN or GT5 services so it will always
use the default and cause 1 node to not get packets it needs to complete connection sequence.
I think Chyuler may be partially right there; everything on the internet uses IP. However, most online games are going to communicate via UDP since it requires no handshake to form a connection and therefore is much less latent than TCP. However, it has no error correction, so that may be causing some issues.
I'm pretty sure you can route data to two different IP address through the same port. I have two 360's that use UPNP to open the correct ports, and they are both running through the same port. I've never seen network issues when we use both systems at the same time, even if we're playing the same game in the same lobby.
mcsimfan, I would suggest hard wiring your PS3. Wifi has a limited bandwidth and two PS3s trying to send/receive packets with a low ping will certainly cause hiccups. GT5 obviously isn't handling hiccups as well as other games, but it could just be that you don't notice the hiccups. In a FPS shooter, if there is lag, you just have trouble killing other players. You shoot where you think they are, but by then they have moved and your bullets don't register as a hit. In racing, if someone is not where they are supposed to be, it becomes a punt or a side swipe. We literally race inches from one another so even the smallest hiccup can cause someone to crash.
It seems like PD tried to resolve some of the lag issues by implementing a slow-down or speed-up to even things out...much like boost. However it is totally screwing with lap times making online racing very difficult.
One feature I remember NFSorsche having was the ability to race your opponents ghosts. You'd be competing with each other, but you could never come in contact with them. GT5 should have that option, so network issues won't affect the race. You'd be surprised how difficult it can be to race your opponent when neither of you has to worry about the other person on the track.
I know I can always hardwire it, but it hadn't been an issue until recently. Besides GT is really the only game that seems to have the issue. I'm a bit overly sensitive to wires and clutter when it comes to electronics especially since my PS3 is in my family room and hooked up to a nice home theatre system. So, hardwiring will cause me a lot of work and it isn't really worth my time. Most times that I try to race online things are grand. Until the last month or so in fact I would say I never had anything more than the rare hiccup. So, I will just sit tight and hope that an update fixes the issue.
The rest of the posts are all good technical discussions about networking, but I still feel don't adaquetly explain (except maybe that GT is much more time sensitive) why online issues don't manifest themselves in all the other games that we play online. Everyone has an opinion on this issue, but I believe that the root of the problem is the game and not the network. It isn't enough of a problem yet that it is keeping me from playing, but I can definitely see where it would if I was racing seriously in racing series or in something more competetive.
Can you confirm UPnP is enabled on your router and that you see multiple devices using the service? Now that I think about it, dabney may be right about being able to use same ports so long as UPnP is enabled. I cannot confirm my friend had that enabled on his router. That would require UPnP to then do the work of using different external ports for both machines.