Scaff
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With regard to PC's it's still down to a combination of factors:It’s probably a combination of both. Otherwise, they wouldn’t have separated PS4 from PS5 players in the daily’s. FIA events were an absolute train wreck in the beginning with cross play. To this day, they still are a mixed bag. PS5 daily lobbies go on with no hitches. I’m assuming it’s the same for PS4?
With the PC thing, I know different powered computers have different frame rates and track details. I’ve watched YouTube.com videos on it on how you can scale down the graphics IG.
Maybe @Scaff could speak more to this
- The hardware it's running on, determining if you can run a title and how well you can see a title, online things are easier on the CPU because you don't need to run AI (and AI physics calculations are a big hit), visually that's down to the individual player. In this regard, Sony has a much easier job as they have a small number of variables to worry about and work with here, base PS4, PS4 Pro, and PS5.
- Netcode: Regardless of if a service is running hosted or P2P if the netcode isn't up to the job you will get online issues, Sony again working with a small set of variables here.
- User connection: If the connection is Server based a poor connection with hamper the player, not the entire field, with P2P the player with the poorest connection will potentially affect everyone (this is abroad simplification).
I was once hopeful in regard to cloud based gaming, but with a gigabit connection and still getting lag, I'm less positive now.I’ll be curious to see if console and PC gaming remains a thing past 2030ish. I’m assuming everything will be a combination cloud-based, as well as processors built into peripheral’s, a la Oculus by then
I’m guessing it will probably all come down to $$$
Let's not beat around the bush here, ACC is more complicated than GT in regard to its physics, weather, and track model, but that doesn't actually matter in this case, as physics are all calculated locally, none of it's sent on-line, only positional data is required (pretty much) in that regard.I would be curious to hear from PC sim racers that race competively online in ACC, or something that has equally as complicated physics and track/weather models. I wonder what type… if any, issues they have. There for sure has to be rather large discrepancies in hardware horsepower between players.
Proximity to another car shouldn't affect ping at all, issues of that kind of nature are more likely to be down to either a P2P connection issue from the other player (if applicable) or netcode.Like mentioned, GTS was fine with crossplay, so why not GT7. Either you hit the nail on the head and it is a coding issue, or the background calculations are just much more complicated than GTS, and more akin to that of ACC? GTS and GT7 physics differences aside, I wonder if the dynamic weather and dynamic track conditions really are as complicated as PD said it was in the State of play event. Then I could see how that might kick things over the edge.
Question to the room…
What are the daily races like on PS4? Fine? On PS5 they’re ok, despite some minor ping issues during races when usually in close proximity to other racers.
Indeed, GT is still my worst experience in that regard on-line, my personal view is that it's most likely netcode issues.I haven't done much online racing myself on PC but I've been watching a lot of in the past few months, mainly iRacing and Assetto Corsa Competizione. The biggest netcode-related problems I notice are collision detection, but while these are relatively frequent, they aren't that severe in the long run. And it sure as hell is nowhere close to how GT7 can absolutely glitch the **** out online. Cars outright teleporting or "blinking" in these titles are a rare occurrence from what I've seen.
I don't know, whenever I look at Gran Turismo being played online, other cars always look "floaty", like they're skating on the asphalt or are juuuuuuust above it. It's been like this since GT5; I see the exact same type of floatiness in GT7. I'm not sure what to call GT7 online, but it's either unstable, period, or it's almost stable.