Ok, so i was having a discussion about people dealing with bad FPS ingame. Dawn of War 2 to be precise. Someone told me they were getting fed up of people with low end systems preventing their own high end systems reaching their full potential in online games. Which apparently warranted them abandoning a multiplayer match in progress which wasted not only their time, but 2 other players time (3 man matches) and ruining the other 2 players game experience. Which was actually the original topic of the discussion; my own ettiquette apparently differed from this individuals, as i laballed him as an unreliable player and that lobby party's should be informed to his habit of abandoning games on a whim so that they might have the choice to kick him for a more reliable player that would better satisfy their game experience. But he did not like the idea of being labelled negatively like this, stating he had the right to leave a game if his FPS bugged at any point during a game, or another player took too long to load into the game.
Now i'm willing to admit that if a games FPS is intolerable that players should leave if they are unsatisfied, but the issue resides in that "intolerable" is relative to the individual; but also baring in mind they were being overly exagerative in most points, and that the game implements a lag grace period of 30 seconds that automatically dispands laggy party members. Giving us a clear indication of what the game/developers deemed acceptable limits. Which this individual obviously disagreed with, claiming his rights were being violated before the hard coded game rules intervened on his behalf.
Now it was my understanding that poor FPS on a decent system, online, was largely down to poor latency issues, or a failure to sync X system to X system over a network, whether by a server or not.
In fact this link pretty much states all that i had to say on the matter. That it was unlikely that another computer system with a poor GPU, would lower your own GPU's performance capacity through the network. That communication issues interrupt the rendering of the game and result in the low FPS, not the other persons poor system. IF anything it would be their poor connection. But they refused to engage the point telling me i was wrong and didn't understand the way that this game engine worked or networked, compared to what i am already familiar with; yet failed to support his accusations of my own statements invalidity with any sources, simply stating i "need to do more research".
Since it became a stupid discussion of me discussing networking and game engines and them telling me "i was wrong and misinformed" and that i was "making claims so rediculous" they "refused to participate in the discussion any further", i left it at that.
Searching for this apparent difference in fact regarding game networking, i did do a little research to no avail. Sources as the one previously linked continued to support my own understanding. But in an effort to cover more ground i was wondering whether i am possibly wrong in my current assumption, that someone here might be able to enlighten me to this new way of looking at networking and data package I/O technology.
I may not know this individual or their community base, but i know that this one has more than its fair share of intelectuals and computer literates.
Now i'm willing to admit that if a games FPS is intolerable that players should leave if they are unsatisfied, but the issue resides in that "intolerable" is relative to the individual; but also baring in mind they were being overly exagerative in most points, and that the game implements a lag grace period of 30 seconds that automatically dispands laggy party members. Giving us a clear indication of what the game/developers deemed acceptable limits. Which this individual obviously disagreed with, claiming his rights were being violated before the hard coded game rules intervened on his behalf.
Now it was my understanding that poor FPS on a decent system, online, was largely down to poor latency issues, or a failure to sync X system to X system over a network, whether by a server or not.
In fact this link pretty much states all that i had to say on the matter. That it was unlikely that another computer system with a poor GPU, would lower your own GPU's performance capacity through the network. That communication issues interrupt the rendering of the game and result in the low FPS, not the other persons poor system. IF anything it would be their poor connection. But they refused to engage the point telling me i was wrong and didn't understand the way that this game engine worked or networked, compared to what i am already familiar with; yet failed to support his accusations of my own statements invalidity with any sources, simply stating i "need to do more research".
Since it became a stupid discussion of me discussing networking and game engines and them telling me "i was wrong and misinformed" and that i was "making claims so rediculous" they "refused to participate in the discussion any further", i left it at that.
Searching for this apparent difference in fact regarding game networking, i did do a little research to no avail. Sources as the one previously linked continued to support my own understanding. But in an effort to cover more ground i was wondering whether i am possibly wrong in my current assumption, that someone here might be able to enlighten me to this new way of looking at networking and data package I/O technology.
I may not know this individual or their community base, but i know that this one has more than its fair share of intelectuals and computer literates.
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