- 1,106
- NC/NoVA
- dudeondacouch
Anyone else care to run a few Lounge/Lobby races and check the replays for timing against a stopwatch?
Perhaps the delta between the stopwatch and the raceclock is exactly how much you lose on each lap.
Top work sail, very interesting.
We need to be able to reproduce this. In that replay what was the circuit / car combination?
I would almost bet on it.
It would be nice if a seemingly affected person and an unaffected person could both save the replay from one race, and compare in-race times and stopwatch times.
I know WRP hosts some too, IIRC Hydro was the one with DC issues in the past, before he got them sorted out?I think it was, as always, Hydro.
Here is a piece of interesting data. I have only been in one race where this issue was very obvious. It was a league race, 15 drivers started, cape ring south. Some people got pissed and retired as their pace was way off. 12 drivers finished.
I did the stopwatch test on the replay, and measure the difference between the stopwatch. As people quit and left the room, the delta decreased dramatically.
Number of drivers....... Stopwatch /game clock difference
15 drivers .................. 4.2 sec
14 drivers .................. 1.7 sec
13 drivers .................. 0.3 sec
12 drivers .................. 0.1 sec
When 15 drivers, I measured on three different cars, and all came up with the same time difference.
I think I was one of the affected drivers but maybe not as bad as the others. I qualified on pole and after a few laps I was down to 7th. It was a one hour race, and as the issues was going way, my pace against the other improved and I finished the race in 3rd.
I also did the same test on two other replays, both with 14 drivers. At both races/replays, their was absloutely no delta between the stopwatch and the game clock.
So if you want to find out if your handicaped when racing online, do the stopclock test on the replay. Perhaps the delta between the stopwatch and the raceclock is exactly how much you lose on each lap.
No it absolutely does not. In all modern online games you interact with your environment in real time. Each user generates their own game world. You send details of what you did in your game world to the host and receive details of what others did in theirs. Their actions get recreated on your screen. With headshots and FPS games, this is due to the lag in receiving the data of other players movement. Your game world has them in one position, on their screen they had already moved and thus you missed the shot.
In racing games all your car inputs and track feedback are in real time also. Understeer or oversteer can not be explained by lag at all, since the data for this is not leaving your console. You only send and recieve movement data (send yours, receive theirs), that is it. If you are updating that data slower than other players (have a worse connection) then your car will appear jumpy to them as it will constantly correct its path as your console sends out data. It is not at all possible for this to effect the handling of a car.
So, lag becomes a big problem, not because you get other people jumping on your screen (when they lag), but because when you lag you lose lots of control of your car in a quite noticeable "perceived frame rate" drop. You can tell immediately this is happening because now your braking distance is longer, your car seems to over/understeer more, you can't hit apexes, you become clumsy in traffic bumping people unintentionally, etc.
The network has nothing at all to do with physics calculations.
So you believe a 4.2 second difference between actual time and GT5 clock time with 15 drivers is normal, quickly tapering to correct timing with a few less drivers...What?And how do you know this is not normal? Have you also tested races you think are fine?
How do you know?That bit is your imagination. It can not happen. The network has nothing at all to do with physics calculations.
You certainly seem to "know" a lot on this subject, but you've done nothing in this thread but tell people either that they're wrong, imagining the problem, or that you "know" it's not this or that.
It may not directly affect the calculations,
Guys, don't feed the troll.
CSLACRSo you believe a 4.2 second difference between actual time and GT5 clock time with 15 drivers is normal, quickly tapering to correct timing with a few less drivers...What?
It could be "normal" but it's certainly not correct is it? If it's not correct it's an issue isn't it?
How do you know?
You certainly seem to "know" a lot on this subject, but you've done nothing in this thread but tell people either that they're wrong, imagining the problem, or that you "know" it's not this or that.
If you know something feel free to share.
nasanuI race exclusively online. On most days I will spend a few hours racing, been doing this since release. I've never noticed anything like this 'glitch'. My free run and race times match, in fact when I am pushing I usually lap within a 3.sec range. My lap times only vary if I make a mistake or if tyre wear is on.
In the many thousands of races I've completed I've never been 3-4 seconds off the pace in an equal car.
/QUOTE]
So you believe a 4.2 second difference between actual time and GT5 clock time with 15 drivers is normal, quickly tapering to correct timing with a few less drivers...What?
It could be "normal" but it's certainly not correct is it? If it's not correct it's an issue isn't it?
How do you know?
You certainly seem to "know" a lot on this subject, but you've done nothing in this thread but tell people either that they're wrong, imagining the problem, or that you "know" it's not this or that.
If you know something feel free to share.
Do you think the host PS3 is processing physics data for all players? Really how do you think it works?
there is every reason to believe it could interfere with normal physics modeling.
He also says he has never had the problem but fails to help by explaining lobby set up, driver count and so on. Lack of details basically.
The online physics are undoubtedly different then offline. There's not much for me to test there, they're clearly different, very few people claim they are not, and the evidence is overwhelming that they are wrong.Yes it is an issue, but how do you know it isn't totally unrelated? Have people been testing this since the game came out?
I never said that they were.Common sense should tell you that the physics can not be tied to the network data. Just go into the room with the highest ping host you can find. If there is not a second or so delay between your inputs and what is happening to your car then it is obvious you are wrong.
I don't know exactly how it works, I've heard different theories on it, and I'm just not sure. I do know my PS3 can calculate and run physics for all the cars in an offline race, I'd like to know why you find it so impossible then for a PS3 to run the physics for an online race.I don't understand how you think it all works. Games only send location data and very little else. Do you think the host PS3 is processing physics data for all players? Really how do you think it works?
I'm not upset, I'm annoyed with your blind, useless non-statements.You should want to get to the bottom of the issue, but instead you get upset when someone points out you are on the wrong track.
There is actually no reason to think that. What reason could there be to think that?
The prediction is for other peoples cars, what does it have to do with yours?
I'd be glad to join anyone for some test runs. My current league has gone through the wringer with this.
Here's a copy (PAL) of the replay of this race.
To be found here on the forum.
I watched the replay again and timed the laps with my watch's stopwatch.
My conclusion here was that the racetimer in GT5 is incorrect.
Here are some compared laptimes all timed on lap 2 of the race.
Myself, GTP_Speedy6543 (DFGT)
GTP_gooners (DS3)
- Racetimer: 1'53
- My stopwatch: 1'39
GTP_Hydro (DFGT)
- Racetimer: 1'37
- My stopwatch: 1'25
- Racetimer: 1'51
- My stopwatch: 1'37
I now devided all times in GT5 by the real times to see how long one second is in this GT5 online race.
GTP_Speedy: 113sec/99sec = 1.141414sec
GTP_Gooners: 97sec/85sec = 1.141176sec
GTP_hydro: 111sec/97sec = 1.144329sec
Conclusion: GT5's in race seconds last for ~1.14 real life seconds.
So the timer is equally different for everyone.
However, when you will watch the PAL replay you will notice that the first driver, GTP_Gooners (DS3), is able to maintain higher speeds through the turns than anyone else on track. I think all other drivers where using a wheel. EDIT: GTP_MadMax86 is on DS3 too
So there must be something going on with the grip here.