Can SCI Fix The Desync Issue In Undisputed?!?

Can SCI Fix The Desync Issue In Undisputed?!?

?Fixing desync issues in Undisputed (by Steel City Interactive, or SCI) requires a structured approach, as desync is a common and complex problem in online multiplayer games. Desync occurs when the state of the game differs between players, typically caused by latency, packet loss, or inconsistencies in how game logic is processed. Here’s how SCI might tackle the issue:

1. Optimize Network Code

  • Upgrade Netcode Architecture: Transitioning to rollback netcode, if not already in use, can improve online gameplay for fighting and boxing games. Rollback netcode predicts player actions locally, corrects errors by “rolling back” to the last known accurate state, and synchronizes the game state between players. Though primarily used in 2D fighters, rollback has proven effective in maintaining online game stability.
  • Improve Prediction Algorithms: Prediction helps mask latency, but inaccurate predictions can contribute to desync. Refining prediction algorithms to more accurately anticipate boxer movements, block positions, and reactions would help reduce discrepancies.
  • Server-Side Validation: Implementing server-side validation for critical actions (such as punch execution and hit detection) can prevent desync by ensuring that both players’ actions are processed based on a central, authoritative source rather than relying on player devices.

2. Refine Synchronization Logic

  • Frequent State Updates: Increasing the frequency at which game states are synchronized between clients can minimize the chances of desync. SCI could adjust the refresh rate for critical game data (positions, stamina, punches) to ensure players experience the same in-game actions with minimal lag.
  • Delta Compression: When transmitting data, only changes in game state (the "delta") are sent to save bandwidth and processing power. Delta compression reduces the need to transmit redundant data, ensuring timely updates without overwhelming the network.
  • Synchronized Game Logic: To prevent game state divergence, SCI must ensure that game logic calculations (like punch timing, stamina depletion, and hit detection) are performed uniformly across all clients.

3. Implement Robust Error Handling and Correction

  • Automated Error Correction: Desync can be minimized by implementing real-time error correction protocols. For example, if a client detects a deviation in the game state, it could automatically correct the error by referring to the server's state.
  • Desync Detection and Recovery System: SCI could implement a desync detection system that automatically checks for discrepancies in game data and tries to re-synchronize affected players in real-time. If a discrepancy is detected, the game could trigger a synchronization checkpoint, momentarily pause to re-align, or otherwise correct the desync seamlessly.

4. Enhance User Connectivity and Bandwidth Management

  • Server Infrastructure: Expanding and optimizing server locations can improve response times for players worldwide. SCI may also consider reducing server load to limit desync, either by adding regional servers or using cloud servers with dynamic scaling based on player demand.
  • Latency Compensation: Implementing algorithms that compensate for differences in player latency can prevent desync. This might include giving slightly delayed players a latency advantage or increasing tolerance for minor inconsistencies.
  • Packet Loss Reduction: Since packet loss contributes to desync, introducing protocols to handle lost packets—such as resending missed data or interpolating to estimate missing information—can minimize its impact on gameplay.

5. Player Feedback and Monitoring Tools

  • Player Feedback on Desync Occurrences: Implementing a feedback mechanism for players to report desync and lag spikes will help SCI gather data on when and how desync occurs. This feedback would help developers identify patterns in desync issues (specific actions, times, or modes) to find targeted solutions.
  • Automated Monitoring and Reporting: Integrating tools that log gameplay data related to connectivity and synchronization would allow SCI to detect recurring desync scenarios. With analytics on hand, developers can spot root causes and implement more refined fixes.

6. Periodic Updates and Community Involvement

  • Incremental Patches and Testing: Regular, smaller updates to gradually address desync issues—each tested and monitored for effectiveness—could be more effective than large, sweeping changes. Players could help beta-test these updates, providing real-world data on stability and connectivity.
  • Transparent Communication with the Community: Keeping the player base informed about upcoming changes, desync fixes, and the team’s approach to solving connectivity issues can enhance player patience and cooperation. Having a testing group for network-related patches, with regular updates on the progress, could build community trust and help identify if fixes are successful.

For an immediate fix to desync issues in Undisputed, Steel City Interactive (SCI) could implement the following quick adjustments. These solutions may not fully eliminate desync, but they can reduce its frequency and improve player experience in the short term:

1. Increase Tick Rate and Synchronization Frequency

  • Higher Tick Rate for Key Actions: Increasing the rate at which critical game data (like player positions, punches, and blocks) is updated between players can reduce desync. Even a modest increase in tick rate will improve real-time syncing, making player actions more aligned between devices.
  • Frequent Position Synchronization: More frequent syncing of boxer positions can prevent visible desync issues where boxers appear to be out of place. This is a relatively easy adjustment that can make movement feel more responsive.

2. Enable Quick Server-Side Re-Synchronization Triggers

  • Periodic Sync Checkpoints: Setting up automatic re-sync intervals, where the server momentarily pauses to align player positions and actions, would ensure that both players are operating on the same game state. By adding a quick re-sync every 15–30 seconds, SCI could reduce desync without interrupting the flow of gameplay too heavily.
  • Quick Recovery Protocols: If a desync is detected (such as sudden changes in boxer location or action delays), the game could trigger a short re-sync that briefly lags to realign both clients. This may momentarily affect flow but could correct desync issues as they arise.

3. Temporary Adjustments to Latency and Packet Loss Handling

  • Latency Buffering: SCI could introduce a slight buffer for latency, allowing the game to better compensate for minor delays without causing desync. This could reduce the impact of slight connection inconsistencies.
  • Increase Tolerance for Packet Loss: Temporarily increasing tolerance for packet loss will allow the game to proceed without dropping data or re-sending every minor missed packet, which can cause small lags and build up to desync. Interpolation techniques could fill in minor missing data to smooth out performance.

4. Fallback to Simplified Prediction Algorithms

  • Reduce Complex Calculations in Online Mode: If the game uses complex calculations that cause delays, SCI could simplify certain in-game mechanics (like punch accuracy or stamina drain) in online mode to reduce the load and sync demand on the server. Simplifying these mechanics for online play would reduce processing time and help maintain consistent gameplay states.

5. Offer a “Soft Sync” Button for Players

  • In-Game Manual Sync Option: Adding a “soft sync” option for players to press if they notice desync could provide a temporary fix. When activated, this button could trigger a re-sync without interrupting the fight too heavily, quickly aligning player states without a full reset.

6. Temporarily Limit Matchmaking Based on Latency

  • Match Players with Similar Latency: For the time being, adjusting matchmaking to pair players with similar latency can reduce the chance of desync, as players with comparable ping times are less likely to experience delays that lead to sync issues. SCI could set a threshold on matchmaking to prevent connections that exceed a certain latency.

For an immediate impact, SCI can focus on more frequent position synchronization, server-side re-sync intervals, minor latency and packet loss adjustments, simplified calculations for online play, and manual re-sync options for players. These interim fixes may help reduce the visibility and frequency of desync issues while a more robust solution is developed.


Dedicated Servers Solution:

Dedicated servers could significantly help reduce desync issues in Undisputed. Dedicated servers offer a more stable and consistent network environment than peer-to-peer (P2P) connections, which rely on individual players’ internet connections. Here’s how dedicated servers would help and what SCI could expect:

1. Centralized Game State Control

  • Consistent, Authoritative State Management: With dedicated servers, all game actions and states (like punch timing, hit detection, and boxer positions) are processed and maintained on a central server rather than on individual players’ devices. This ensures that both players always receive updates from the same source, reducing discrepancies that lead to desync.
  • Reduced Peer-Dependence: In P2P, one player’s connection issues (such as lag spikes or packet loss) can disrupt the game for both players. Dedicated servers isolate each player’s connection to the server, meaning that only one player’s experience is affected if they have network issues, not the entire match.

2. Better Synchronization and Latency Handling

  • Reduced Latency Variability: Dedicated servers, especially when regionally distributed, can provide lower and more stable latency by acting as an intermediary. Players connect to a server with a consistent location and connection quality, which reduces the latency gaps that often cause desync in P2P setups.
  • Improved Handling of Packet Loss and Resynchronization: Dedicated servers can manage packet loss more effectively by filling in gaps in game data, sending more frequent state updates, and re-syncing players when necessary. They can buffer missing data to maintain smooth gameplay, whereas in P2P, missing data can result in abrupt shifts or desync.

3. Scalability and Reliability

  • Stability During High Traffic: Dedicated servers are generally designed to handle high traffic loads more efficiently. This means SCI can scale to support more players without the risk of peer connections failing due to server overload, maintaining consistent gameplay quality.
  • Easier to Implement Fixes and Monitoring: With dedicated servers, SCI can monitor server health, track connection quality, and apply live fixes or adjustments. This allows for faster diagnosis and rectification of desync issues, whereas P2P connections make it harder to isolate issues to the server or the players.

4. Enhanced Security and Fairness

  • Reduced Risk of Cheating: Dedicated servers reduce the risk of one player manipulating the game state to gain an advantage. Since the server holds the authoritative game state, it’s more challenging for players to alter data locally and cause desync.
  • Fair Match Outcomes: In a dedicated server setup, the game outcome is determined by the server’s state, not either player’s local device. This fairness ensures that matches aren’t unfairly impacted by one player’s connectivity issues or tampering, improving the competitive experience.

Potential Challenges with Dedicated Servers

  • Increased Costs: Setting up and maintaining dedicated servers can be more costly than relying on P2P, as it involves server rental or ownership, maintenance, and management.
  • Implementation Time: Transitioning to dedicated servers would require development resources and time. SCI would need to design, test, and launch a stable server infrastructure, which could delay other updates and fixes.

Dedicated servers would greatly help Undisputed reduce desync issues by centralizing the game state, stabilizing connections, and improving latency handling. Although the investment may be significant, the benefits to gameplay stability, fairness, and scalability would likely be well worth it, particularly for a multiplayer-focused boxing game aiming for realism and consistency in online play.

Most major AAA companies today primarily use dedicated servers for multiplayer games, especially for titles where stability, fairness, and low latency are critical. However, some AAA companies do still use peer-to-peer (P2P) connections in certain situations, though this approach is less common in high-profile, competitive games. Here’s how the industry currently leans:

1. Competitive Multiplayer Games

  • Dedicated Servers Are the Standard: For competitive games like Call of Duty, Fortnite, Overwatch, and Apex Legends, dedicated servers are almost universally used. These games require high stability and low latency, which are essential for consistent competitive play. Dedicated servers also allow the game to handle matchmaking, anti-cheat measures, and player data more effectively.
  • Esports and Professional Standards: In the AAA space, any game with an esports component (e.g., League of Legends, Valorant) relies on dedicated servers to ensure a level playing field and avoid the inconsistencies that can arise from P2P connections.

2. Cooperative and Casual Multiplayer Games

  • Mixed Use of Dedicated Servers and P2P: For cooperative games like Monster Hunter: World or some of Ubisoft’s titles (Far Cry co-op, for example), P2P can still be common. Since these games are often less latency-sensitive, the performance requirements are not as stringent, and P2P connections can work fine for casual co-op play.
  • Cost-Saving for Non-Competitive Environments: Some AAA games with smaller online components (like PvE modes or limited multiplayer lobbies) might use P2P to reduce costs. However, even in these cases, many AAA companies still incorporate some form of server infrastructure, often a hybrid approach that uses dedicated servers for matchmaking or connection management while offloading actual gameplay data to P2P.

3. Why Dedicated Servers Are Preferred for AAA Competitive Games

  • Consistency and Stability: Dedicated servers provide a centralized, authoritative game state that players connect to, which improves overall stability and reduces issues like desync and unfair advantages due to latency differences.
  • Scalability: Large AAA titles often have massive player bases, and dedicated servers can handle millions of players better than P2P. With dedicated servers, companies can scale up resources during peak times and add regional servers to improve latency for global audiences.
  • Better Anti-Cheat and Security: Dedicated servers allow for more robust anti-cheat measures because they prevent players from directly hosting or influencing the game state. This extra layer of security is essential for AAA companies aiming to maintain the integrity of competitive environments.

Examples of P2P Use in AAA Games

  • Fighting Games: Many traditional fighting games (Tekken, Street Fighter, and Super Smash Bros.) still use P2P, though newer titles are increasingly adopting rollback netcode and dedicated servers. For fighting games, low latency is critical, and P2P (with rollback) can achieve this more effectively than dedicated servers for 1v1 matches.
  • Older or Less-Critical AAA Titles: Some older games that still have active player bases, like Dark Souls and GTA Online, use P2P. In these cases, P2P might persist either for cost reasons or because the game’s infrastructure was built with P2P in mind.

Summary

The majority of major AAA studios today use dedicated servers for competitive and latency-sensitive games, especially with large online player bases. P2P is more likely to be found in non-competitive, smaller-scale, or older AAA titles, or in certain genres like traditional fighting games where low-latency 1v1 play can be ac

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