When we play any title online we can find a large number of causes that can cause us problems in enjoying our favorite game, but in many cases they can be related to our resources, whether computer or connection. However, it also happens that this is not the case, and the problem actually lies in the communication that our PC establishes with the server.
Is it your computer’s fault, is it the opponent’s fault, or is it the server’s fault? This is one of the questions we may ask ourselves, especially if we have already played a competitive title, since we may have encountered problems with Desynchronization
What is DeSync
Among all the explanations that can be found for naming the Desynchronization, its own name is the best we can have, and it’s really a problem where our game, the server and our opponent’s game suffer from an out of sync problem. This, for practical reasons, can mean that even if it appears that we have done something at that precise moment, it is possible that our game is delayed in relation to the server, and therefore in relation to an opponent’s game.
Contrary to gap, the effects are not so noticeable since from the beginning the author of this problem is not our connection or that of the rival, but the server itself, this, the simple way to explain it, is basically that the server is the one who has the last word. This implies that in the case where although on our screen the action has already been done, and although on the rival’s screen our action was faster, the server can interpret that our rival’s action happened before him, giving him priority.
This implies, for example in a shootermiss a shot we should have taken, see how the enemy can teleport without having gapor that they can shoot directly through walls, relating directly to the hitbox of each user and himself, by the way the game is programmed and by its operation at the server level.
Can this be repaired?
He DesynchronizationAt the user level, this is really difficult to solve, because as we mentioned before, it depends on three key factors: our connection, that of the rival and the functioning of the server. This implies that to prevent this from happening, all three parameters must be equal, because if the problem came only from the users it would be, as we indicated, a mismatch.
This is why in most cases we can blame the infrastructure of the servers that use these games when this happens, since at the beginning it is the one that bears the greatest share of responsibility when there is a problem related to Desynchronization.
The post Meet DeSync, One of Gamers’ Biggest Frustrations appeared first on HardZone.