The Big Real problem with lobbies (with proof in video, because some don't want to understand ! (Thanks PD))

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Can't believe what I read here. There is an obvious problem in the Netcode of the Gt7 lobbies. It's not just by some lobby members with a bad internet connection. It's a general problem that occurs more often than it works without issues. And this is not related to network issues of the players. Provat leagues had stopped their season because PD isn't able to handle their problems. In GT Sport we had some lobbies issues too like the Pit Bug or none start big, sometimes a lobby split for two or more players but in general it was doable to host a league. Now we have laggy jumping cars in half of the lobbies at least, sometimes extreme sometimes at least driveable, and besides this there are some convienience features missing like changing lobby settings in an a lobby (like switching tracks, cars, etc) Aswell as the fixed host.
People who blame this only on bad connections may not have the experience to talk about this topic.
 
GTRP is a german GT community since 1999 and we do lobby racing since it was possible. No matter what we tried in GT7, the lobby racing doesnt work well enough by far, to continue our internal championchips. We even meet once in a year, everybody brings his equipment. Last time was april the 30th and even in the same physical network of our host there was terrible lagging. Not always, but to much in the end. We were about 15 guys, PS4, PS4 Pro and PS5. As said, no matter who hosted and which settings we made, it hadnt a measurable effect for us.
I participated the first time, and my "older" friends assured me that in every past game when they met to those partys it was zero lag (same host always).
There is something seriously wrong whis this game. We can speculate, we can rule out some possibilitys, but outside of PD we cant know. Sad, that my personal guess is that even inside it is not known.
 
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🙅‍♀️

The GT World Series and Toyota GR GT Cup events use fixed servers. Open lobbies use P2P.

Honestly Famine, I think your quotes prove my point: "GT7 is a bit worse", "GT7, it seems, ....a bit sensitive to network environments..."

All these verbal precautions to not call out PD's technical shortcomings.

How low can PD go before GT Planet takes side with its community ? You sound like PD's community manager when you say that (that is: if PD actually had one...) ?
 
Honestly Famine, I think your quotes prove my point:
Yes, me pointing out how it is worse than GT Sport while trying to help people manage the problems as best they can long before your comment clearly proves that I am "speaking as if there was nothing wrong with PD's code"

:rolleyes:

I'm not sure how pretending I've said things I haven't said, or pretending I haven't said things I have, and getting inappropriately cross with me helps anyone.
 
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Yes, me pointing out how it is worse than GT Sport while trying to help people manage the problems as best they can long before your comment clearly proves that I am "speaking as if there was nothing wrong with PD's code"

:rolleyes:
I think you know exactly what I mean.

Despite every misstep and even missconduct from PD (the whole MTX economy in GT7, broken lobbys, bugs, patches breaking the game...), I can't remember GT Planet taking a stance in favor of the players and its community.

You are the biggest forum in the GT world... and, having members shout, denounce and complain about the state of GT on the forum isn't enough to make PD change their course (or even fix broken things...)... i don't understand why GT planet is so reluctant to call PD out when they deserve it.

It seems to me that you do the very minimum (which is: cover the news, good or bad, I give you that), and never really take side in favor of your community (which would be: take a clear stance against PD's way of non-communicating, bugs, shortcomings and yes, missconducts)
 
netcode.png
 
I think you know exactly what I mean.
Haven't got the faintest idea. You're claiming I haven't said things I clearly have, then claiming that the fact I have proves I haven't.

It's not a great foundation upon which to have a conversation, and all I can surmise is that you desperately want to be angry about something to do with GT7 and are inappropriately taking it out on me.

Despite every misstep and even missconduct from PD (the whole MTX economy in GT7, broken lobbys, bugs, patches breaking the game...), I can't remember GT Planet taking a stance in favor of the players and its community.

You are the biggest forum in the GT world... and, having members shout, denounce and complain about the state of GT on the forum isn't enough to make PD change their course (or even fix broken things...)... i don't understand why GT planet is so reluctant to call PD out when they deserve it.

It seems to me that you do the very minimum (which is: cover the news, good or bad, I give you that), and never really take side in favor of your community (which would be: take a clear stance against PD's way of non-communicating, bugs, shortcomings and yes, missconducts)
I don't really know what any of this means, or why you're trying to conflate GTPlanet's news section (and yes, how dare we post news there...) with anybody's comments on the forum...

It seems like a desperate attempt to shift the conversation from me helping someone with a specific issue they have (which I agree, and have repeatedly agreed, and have posted elsewhere about it, and which is the reason for the pinned thread I directed them to in the first place, is an issue) onto... just blind ranting about stuff.

If you think I personally never criticise Gran Turismo or PD, or Sony, or PlayStation Studios, you're really not paying attention - indeed in other threads I (and GTPlanet) have been accused of being anti-GT by people who think the admin of GTPlanet (they always bring up the "GT" part of the name) should always be positive about GT. If you think GTPlanet never posts articles about issues with Gran Turismo affecting players, you're extra really not paying attention, because we flagged the microtransactions, the v1.07 outage, and the nerfing of race payments:

This means that GT7’s cost-per-credit is markedly higher than GT6’s. At best, you’ll be paying roughly 1¢ for every 1,000cr, with the lower-priced packs coming in at more than double that. The poorest-value pack in GT6 would have set you back less than 1¢ per 1,000cr, falling to 0.7¢ per 1,000cr for the better-value items.

To put these values into context, buying enough credits to pay for a single, 20,000,000-credit car in GT7 would cost $214.
That all means that as things stood at launch, Gran Turismo 7 already had the slowest economy of any Gran Turismo title — and the massively hobbled payouts for the “meta” events has only made it worse.


Of course there are more updates to come to GT7, with more events and — at least according to the game’s box — seasonal events that could render 7’s microtransactions just as moot as GT6’s were. For now though, we’d consider this a serious mis-step on the journey.
Although I'm sure it's a coincidence Kazunori Yamauchi issued an apology/explanation to fans a day after our article about the changes in 1.07...


But none of this has anything to do with the issue in this thread.

The issue is that there is lag in open lobbies, and more lag than in GT Sport. This is true.

It is due to the fact that open lobbies are open to anyone in the entire world (not regionally limited like Sport Mode), uses P2P mesh communication (not dedicated servers like the official esports competitions), and lots of people have really badly set up connections. Cross-gen play likely also plays a role (it is not permitted in Sport Mode).

Distance causes lag because the universe has an upper speed limit, and telecommunications signals travel at about 120 miles per millisecond (and have to make a round trip, so half that speed) down cables laid underground and on the sea floor, not line-of-sight through the planet like neutrinos. Playing with someone 12,000 miles away from you will causes a bare minimum 200ms mismatch in where you think they are and where they think you are, which is a lot of distance at 200mph. Games try to blur this by predicting where cars will be in the frames they can't see and update them with where the cars are when they see them. This is why cars jump about and sometimes plough straight on it turns.

P2P causes issues because it only takes one person to have a dreadful connection and everyone is affected. If they have 500ms of lag because they're sending data packets on the back of a donkey (which in this case is poor local internet infrastructure, wireless connectivity, interference signals, default router settings causing network conflicts and blocked ports, and ISPs which take a dump on P2P) in addition to the geographical concerns, everyone else will have issues.

You can mitigate the issue by optimising your connection - limiting the effect you have on other people - and getting everyone in any regular group of which you are part to do the same to limits their effect on you (and everyone else). Of course if you're in random open lobbies with random members of the public, they are unlikely to have done the same and you'll probably experience the same issues.

All I've ever said is that this mitigates the issue. I've never said it solves it (it doesn't) or that there isn't one (there is), or blamed people for having bad connections - and pretending that I have is both incredibly unhelpful and pretty unacceptable.

If you want to rant and rave about things, take it somewhere else.
 
Haven't got the faintest idea. You're claiming I haven't said things I clearly have, then claiming that the fact I have proves I haven't.

It's not a great foundation upon which to have a conversation, and all I can surmise is that you desperately want to be angry about something to do with GT7 and are inappropriately taking it out on me.

I don't really know what any of this means, or why you're trying to conflate GTPlanet's news section (and yes, how dare we post news there...) with anybody's comments on the forum...

It seems like a desperate attempt to shift the conversation from me helping someone with a specific issue they have (which I agree, and have repeatedly agreed, and have posted elsewhere about it, and which is the reason for the pinned thread I directed them to in the first place, is an issue) onto... just blind ranting about stuff.

If you think I personally never criticise Gran Turismo or PD, or Sony, or PlayStation Studios, you're really not paying attention - indeed in other threads I (and GTPlanet) have been accused of being anti-GT by people who think the admin of GTPlanet (they always bring up the "GT" part of the name) should always be positive about GT. If you think GTPlanet never posts articles about issues with Gran Turismo affecting players, you're extra really not paying attention, because we flagged the microtransactions, the v1.07 outage, and the nerfing of race payments:



Although I'm sure it's a coincidence Kazunori Yamauchi issued an apology/explanation to fans a day after our article about the changes in 1.07...


But none of this has anything to do with the issue in this thread.

The issue is that there is lag in open lobbies, and more lag than in GT Sport. This is true.

It is due to the fact that open lobbies are open to anyone in the entire world (not regionally limited like Sport Mode), uses P2P mesh communication (not dedicated servers like the official esports competitions), and lots of people have really badly set up connections. Cross-gen play likely also plays a role (it is not permitted in Sport Mode).

Distance causes lag because the universe has an upper speed limit, and telecommunications signals travel at about 120 miles per millisecond (and have to make a round trip, so half that speed) down cables laid underground and on the sea floor, not line-of-sight through the planet like neutrinos. Playing with someone 12,000 miles away from you will causes a bare minimum 200ms mismatch in where you think they are and where they think you are, which is a lot of distance at 200mph. Games try to blur this by predicting where cars will be in the frames they can't see and update them with where the cars are when they see them. This is why cars jump about and sometimes plough straight on it turns.

P2P causes issues because it only takes one person to have a dreadful connection and everyone is affected. If they have 500ms of lag because they're sending data packets on the back of a donkey (which in this case is poor local internet infrastructure, wireless connectivity, interference signals, default router settings causing network conflicts and blocked ports, and ISPs which take a dump on P2P) in addition to the geographical concerns, everyone else will have issues.

You can mitigate the issue by optimising your connection - limiting the effect you have on other people - and getting everyone in any regular group of which you are part to do the same to limits their effect on you (and everyone else). Of course if you're in random open lobbies with random members of the public, they are unlikely to have done the same and you'll probably experience the same issues.

All I've ever said is that this mitigates the issue. I've never said it solves it (it doesn't) or that there isn't one (there is), or blamed people for having bad connections - and pretending that I have is both incredibly unhelpful and pretty unacceptable.

If you want to rant and rave about things, take it somewhere else.
Barack Obama Mic Drop GIF
 
One thing I will add is that you should test all your connection types.

The PS5 has a a gigabit ethernet port but that won't make a difference if you use a Cat 5 cable and plug it into your 100mb/s router. You may find (like in my case) the routers WiFi is faster than cable. However my router is next to (5cm) my PS5... so I'm in an ideal situation.

If you've got a super duper router and a cat 6 cable for example it might be even better to go with cable (as long as it's under 90 meters).

That's my basic networking knowledge when wiring up different circuit loops over large distances for motorsports timing
 
^ Also leaning in to the cross-platform aspect. I’m a vet from GT5, mainly drifting, but never have I ever seen tue connectivity issues with the lobbies as prevalent as is it is rn with GT7. Drifting in GTS was sorta awkward so when Car X came out for console I immediately jumped on. And as anyone knows from the early iterations of the game, the lobbies were horrendous. Yes individual connections play into effect but the biggest issue (lag wise) was/is because of cross-platform. Even now after so many updates, the game is incredible and feels great from a drifting sim, but once you enter a room with PS4/similar gen Xbox you gotta be careful. Hit boxes move and cars tend to jump place, even when the other players connection is showing at 25-30mps on the ping rate. I am sure this is the same case with GT7. Also PS4 players are somehow wildly faster than PS5 people. At least from what I’ve experienced racing friends with similarly built cars; DC2, E46, GTR’s. But that’s outside the connection/lag/latency issues.
 
I suspect its PS4/PS5 cross-play causing this tbh
I was in a lobby once… it was laggy garbage to the point that I couldn’t pass the other players without accidentally hitting them. This is another reason why, at least for me, there’s nothing to do in this game anymore. I have no idea what the issue is outside of what’s been stated in this topic because I use a wired connection but this is a great point. Crossplay has ruined the online experience for a lot of games. Some FPS games are just unplayable because the connections are terrible which leads to missed shots then if you’re on console sometimes you have to deal with PC cheaters. Then if you turn off crossplay it takes forever to find other players because barely anyone has a PS5.
 
I want to correct some misunderstanding which is seen in this thread and/ or general in this forum about the weight of online vs offline players. There is a misinterpretation of the stats in Kudosprime (GTS stats, there are no GT7 stats currently). It is said that the huge majority of the players play offline and only 5% did sportmode more then 20 races, so its 95% vs 5%.

But the issue is, from the 95% offline players, the average driven km is below 2000 km! That means the vast majority of the accounts quit playing after a short while.

Only 14% did more than 5.000km, so its 5% vs 9% at best if you look at the players who actually keep playing the game, and not 5% vs 95%.

And I'm sure if the stats would show how many players have driven more than 50.000 km, it would be mostly the sport mode players AND the online lobby community players, who are not even shown in the stats. Because additionally it has to be taken as a fact, that online users in general, meaning sportmode+lobby, are more then 5% in the first place.

So, saying the vast majority played not online is technically correct, but only if you look also on the players who didnt keep playing the game after a few days/ weeks.

I dont say they dont count, but for me this puts the weight of online vs offline players in a new light.

20220617_101310.jpg


20220617_101248.jpg
 
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Lag (or latency) isn't PDs problem, it's the end-users. If you play Rocket League, it shows your latency or ping on the score screen.

Average latency is 40-80ms. At this rate the game runs smooth, you'll hit the ball when you should.

At 100-150ms latency, at the lower end you'll notice occasional stutters, at the higher end you'll find your car teleports all over the place.

At 150ms+ you'll have a lot of "lag" - the game becomes unplayable.

None of that is Pysonix issue as the connection strength and latency is dependent on the end users internet connection quality and their proximity to the servers.

GT7's player lobbies have the same issues, except they're all P2P, meaning if you create or host a player lobby, all players in the lobby act as servers. If any of the racers have a poor connection with high latency, everyone else will see that player as lagging and teleporting all over the place, to that racer themselves, everyone else will have lag issues.

I want to correct some misunderstanding which is seen in this thread and/ or general in this forum about the weight of online vs offline players. There is a misinterpration of the stats in Kudosprime (GTS stats, there are no GT7 stats currently). It is said that the huge majority of the players play offline and only 5% did sportmode more then 20 races, so its 95% vs 5%.

But the issue is, from the 95% offline players, the average driven km is below 2000 km! That means the vast majority of the accounts quit playing after a short while.

Only 14% did more than 5.000km, so its 5% vs 9% at best if you look at the players who actually keep playing the game, and not 5% vs 95%.

And I'm sure if the stats would show how many players have driven more than 50.000 km, it would be mostly the sport mode players AND the online lobby community players, who are not even shown in the stats. Because additionally it has to be taken as a fact, that online users in general, meaning sportmode+lobby, are more then 5% in the first place.

So, saying the vast majority played not online is technically correct, but only if you look also on the players who didnt keep playing the game after a few days/ weeks.

I dont say they dont count, but for me this puts the weight of online vs offline players in a new light.

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View attachment 1161759
absolute truth. It is true that the majority do not play online, but the majority who actively play are who play online (lobby and sport) !!now we don't want to online vs offline war, but that's really absurd. was said now there are more problems because the lobbies are not divided into regions. We always play with the same people, all Europeans, in gt sport zero problems, in Gt7 yes.
 
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I found this thread on Google when I was searching for a solution for this problem.

The last post was from june. Was there a fix or is the problem still there?
 
Same here rzr65 - I failed to find it since June also - despite my searching - must get some better specs [ or sharpen my brain ]
The problem is still there for me, and if it is true, then I have no control over anyone else in the world's connections, which means that I can't progress past GTSport
 
It didn't do this is on GTS. It does it on GT7. This is all you need to know to work out what is at fault.

It's not going to be a processing power issue - the ps4 will drop frames if it struggles (and it does this) long before it's going to drop data. This is a timing issue and something fundamentally wrong with the net code.

Video 2 is the most common and persistent type of lag - what I and many others refer to as "jitter' on various discord servers. This is unplayable and the main reason I quit competitive racing on GT7. A lot of league racing is very close and you simply cannot race bumper to bumper when you don't actually know where your rival's bumper is.
 
I did some testing with a few people today after one guy improved his connection to see if it worked as he used to jump around like a frog in every lobby.
We were three people, A, B and C and did the following observations. B was the one who used to jump around everywhere.

Lobby-Host A
A sees no lag from B and C
B sees no lag from A and C
C sees no lag from A and lag from B

Lobby-Host B
A sees no lag from B and C
B sees no lag from A and C
C sees major lag from A and none from B

Lobby-Host C
A sees lag from B and none from C
B sees no lag from A and C
C sees lag from A and none from B


:confused:
 
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I did some testing with a few people today after one guy improved his connection to see if it worked as he used to jump around like a frog in every lobby.
We were three people, A, B and C and did the following observations. B was the one who used to jump around everywhere.

Lobby-Host A
A sees no lag from B and C
B sees no lag from A and C
C sees no lag from A and lag from B

Lobby-Host B
A sees no lag from B and C
B sees no lag from A and C
C sees major lag from A and none from B

Lobby-Host C
A sees lag from B and none from C
B sees no lag from A and C
C sees lag from A and none from B


:confused:
Seems like B is still lagging but not for the host or when he is hosting.
 
It would be good to compare the ping of these devices too

If you open CMD and type in ping xxx.xxx.xxx.xxx -t you'll see if there is any drop in network performance

(replace xxx with the PS ip address)
 
Lag (or latency) isn't PDs problem, it's the end-users. If you play Rocket League, it shows your latency or ping on the score screen.

Average latency is 40-80ms. At this rate the game runs smooth, you'll hit the ball when you should.

At 100-150ms latency, at the lower end you'll notice occasional stutters, at the higher end you'll find your car teleports all over the place.

At 150ms+ you'll have a lot of "lag" - the game becomes unplayable.

None of that is Pysonix issue as the connection strength and latency is dependent on the end users internet connection quality and their proximity to the servers.

GT7's player lobbies have the same issues, except they're all P2P, meaning if you create or host a player lobby, all players in the lobby act as servers. If any of the racers have a poor connection with high latency, everyone else will see that player as lagging and teleporting all over the place, to that racer themselves, everyone else will have lag issues.

Sorry, buddy but you don't fully understand what you're talking about.

Firstly, it IS PD's fault because of the server problems. In no way is it the end user that is at fault.
Video gaming only takes a small amount of bandwidth & if GT Sport worked fine, (which is the closest game to compare but still not a valid comparison), then it's down to the netcode.
Remember, GT7 was delayed, it was also a release disaster even with said release delay.
It took roughly 3-4yrs for GT Sport to become, essentially, playable without mishaps.

Stating another game to compare to it as you said, 'Rocket League', has absolutely nothing to do with GT7 & is in no way plausable as a comparison.

Secondly, a peer2peer connection does NOT make all players that join you, turn them into servers. That's the funniest thing I've ever heard in my entire life 🤣🤣🤣
The player opening a multiplayer lobby is the ONLY server that is created. Everyone else joins that server to be able to race.

Lastly, not aimed at yourself, users asking people to submit a 'speed test' will give you absolutely no information to the problem at all.
A speedtest is merely a snapshot of your connection at a given time, it WILL show you a comparison of what speed you pay for, compared to what you are able to achieve but it is impossible to diagnose a problem from it.

The ONLY way to diagnose a connection problem is to see where/how your ISP connects to a game & ping each node to pinpoint a problem.
You will also need to make a BQM,( a broadband quality metre), this will show you, live, what is happeneing to your connection & is probably the easiest method to finding a problem.


I don't know you or your experience with servers or ISP's & I'm not here to patronise you but in general it sounds as if people have given you the wrong information about a lot of things.

EDIT: Missed information & spelling mistakes...
 
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Secondly, a peer2peer connection does NOT make all players that join you, turn them into servers. That's the funniest thing I've ever heard in my entire life 🤣🤣🤣
The player opening a multiplayer lobby is the ONLY server that is created. Everyone else joins that server to be able to race.
You might want to look up what peer-to-peer is again
A peer-to-peer network is designed around the notion of equal peer nodes simultaneously functioning as both "clients" and "servers" to the other nodes on the network. This model of network arrangement differs from the client–server model where communication is usually to and from a central server.
 
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You might want to look up what peer-to-peer is again
That doesn't mean other players besides the person setting up the lobby create servers, which is stated by the person I replied to. If that was so, you'd see a list of the same server but each one would have a players individual name to it.
The person setting the lobby up is a host of a server simultaneously.

A dedicated server is run permanently visible to all players, there is no player hosting the server.
 
That doesn't mean other players besides the person setting up the lobby create servers, which is stated by the person I replied to.
It isn't. They said every member of the lobby acts as a server, which is exactly what P2P is all about.
 
It isn't. They said every member of the lobby acts as a server, which is exactly what P2P is all about.
They are POTENTIALLY servers when creating a lobby, simultaneously being a client & a server.
Is is impossible for a random player to connect to their friends server to then become 'a server'.
If they did become a server, there would be two servers in the list with seperate names & someone else would be able to connect to said second server, which is NOT the way it works.

You are confusing the notion of how a p2p network works & what actually happens.
Yes, each person is potentially a server but not if they join a server.

The easiest way to put it is, games that use p2p servers are created by one person being a host, as well as being a player.
Dedicated servers are not hosted by a player.

We can continue to play tennis where you keep thinking I have something to learn but in actual fact, you're just wasting space & time when people just want a solution of 'What is at fault ?', which is the bleedin' game !
 
I suspect its PS4/PS5 cross-play causing this tbh
I am also believing this for one reason, I have as PS4 and I set up a private room with one friend who plays on a PS5 and there is the "jumping" and such, and I also set up a private room with other friend with PS4 and have no issues at all. There is cross platform difference in there somewhere....
 
The new update today for GT7 states that there's been work done for connection stability.

If the lads pop on tonight, we'll do some testing otherwise it'll be tomorrow as that's when we run our own league.
Fortunately we finished our championship last week & we have about 3 weeks break before a new one so I'll mention it later.

Most of us have PS5's now but a few still have PS4's so we should be able to sort something out, testing wise.

Obviously the lag problems are a main priority but we're desperate for PD to include other missing lobby features:

Qualyifing before a race
Fastest & Slowest order working correctly
Manual starting order

Starting order doesn't really work when the game continually states 'initialising' but I suppose these are meant for another thread so I won't go on...
 
Stating another game to compare to it as you said, 'Rocket League', has absolutely nothing to do with GT7 & is in no way plausable as a comparison.
I used Rocket League as an example of how latency impacts play, as it has a visible display of your latency. I did not say "GT7 is like Rocket League because..." and imply that they're comparable.
Secondly, a peer2peer connection does NOT make all players that join you, turn them into servers. That's the funniest thing I've ever heard in my entire life
I also didn't state that when a player joins a lobby, they become a server. I stated that they "act" as servers.

As @Nuschel01 pointed out.

"A peer-to-peer network is designed around the notion of equal peer nodes simultaneously functioning as both "clients" and "servers" to the other nodes on the network. This model of network arrangement differs from the client–server model where communication is usually to and from a central server."

"act" does not mean "become". Act means to function or act in a way representative of something else e.g. Ryan Reynolds "acts" as Deadpool, but that doesn't actually mean he becomes Deadpool.
 
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Hi,
I'm the creator of this thread.
I want first to thank you all to have post here your lag experience, we now have many testimonies and videos from all around the world...
The lag is now a fact, and the problems that come with it, false laptimes, gap between cars that makes no sense... are known by Lobby racers.

I heard about an update today, with an internet connection stability improved, or something like this, but I have deleted GT7 :D
Can you tell me if it seems better, or not ?
(There is something that should be great to see again too : the brake balance. But it's not the thread for this).
Bye !
 
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