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Forums - PC - ISP problems with MW2 (I told you so)

Avalach21 said:
I hate Infinity Ward as much as the next guy, but can someone clarify why this is suddenly an issue when Xbox and Playstation have followed this hosting model for years now?

I'd guess their Peer to peer network is run differently then the Xbox and PS3 networks and programmed better.

Though some people actually do have problems playing 360 and PS3 games peer to peer.

When designed smartly Peer 2 Peer programing leads to very little increased cost to the ISP.  When programmed incorrectly.... this stuff happens.


This seems like a good explination.

http://www.caida.org/workshops/wie/0909/slides/wie0909_sshakkottai.pdf

 

Short version.  Chances are IW.Net focused soley on lessening lag... leading to lots of out of ISP games making ISP costs skyrocket.



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I call BS on these stories.

Consoles have been using P2P for years.  I have used 4 different providers, including cable, DSL, and FiOS.  I have gamed for hours and hours and hours on those different providers and I have been host on these Xbox games very often.

I never received any letters or complaints or anything.

I think some PC gamers are still a little sour and making up some BS.

And if any of you think that IWnet's P2P setup is better than MS's... you're tripping



nightsurge said:

I call BS on these stories.

Consoles have been using P2P for years.  I have used 4 different providers, including cable, DSL, and FiOS.  I have gamed for hours and hours and hours on those different providers and I have been host on these Xbox games very often.

I never received any letters or complaints or anything.

I think some PC gamers are still a little sour and making up some BS.

And if any of you think that IWnet's P2P setup is better than MS's... you're tripping

Did you miss my post right above yours?

There is also the possibility that Activision cheaped out on IW.Net and made most of the stuff that Microsoft and Playstation handle on a master server happen on the ISPs and/or just made the transfers much less efficent.

 

In short.  There are tons of reasons why this would happen with MW2 and not with console gaming.



this is a bunch of bull crap. IW and Activision can go burn in hell



Long Live SHIO!

theprof00 said:
It takes all kinds, I guess, but really, who is the culprit here? I think we all know the answer to that.

Yup, the idiot consumers.



Currently playing: Uncharted: Drake's Fortune, NBA2k11, Metal Gear Solid, Picross 3d

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Kasz216 said:
Avalach21 said:
I hate Infinity Ward as much as the next guy, but can someone clarify why this is suddenly an issue when Xbox and Playstation have followed this hosting model for years now?

I'd guess their Peer to peer network is run differently then the Xbox and PS3 networks and programmed better.

Though some people actually do have problems playing 360 and PS3 games peer to peer.

When designed smartly Peer 2 Peer programing leads to very little increased cost to the ISP.  When programmed incorrectly.... this stuff happens.


This seems like a good explination.

http://www.caida.org/workshops/wie/0909/slides/wie0909_sshakkottai.pdf

 

Short version.  Chances are IW.Net focused soley on lessening lag... leading to lots of out of ISP games making ISP costs skyrocket.

Thanks for an explanation!



Kasz216 said:
nightsurge said:

I call BS on these stories.

Consoles have been using P2P for years.  I have used 4 different providers, including cable, DSL, and FiOS.  I have gamed for hours and hours and hours on those different providers and I have been host on these Xbox games very often.

I never received any letters or complaints or anything.

I think some PC gamers are still a little sour and making up some BS.

And if any of you think that IWnet's P2P setup is better than MS's... you're tripping

Did you miss my post right above yours?

There is also the possibility that Activision cheaped out on IW.Net and made most of the stuff that Microsoft and Playstation handle on a master server happen on the ISPs and/or just made the transfers much less efficent.

 

In short.  There are tons of reasons why this would happen with MW2 and not with console gaming.

The master server thing would make a lot of sense.



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835

 

vlad321 said:
Kasz216 said:
nightsurge said:

I call BS on these stories.

Consoles have been using P2P for years.  I have used 4 different providers, including cable, DSL, and FiOS.  I have gamed for hours and hours and hours on those different providers and I have been host on these Xbox games very often.

I never received any letters or complaints or anything.

I think some PC gamers are still a little sour and making up some BS.

And if any of you think that IWnet's P2P setup is better than MS's... you're tripping

Did you miss my post right above yours?

There is also the possibility that Activision cheaped out on IW.Net and made most of the stuff that Microsoft and Playstation handle on a master server happen on the ISPs and/or just made the transfers much less efficent.

 

In short.  There are tons of reasons why this would happen with MW2 and not with console gaming.

The master server thing would make a lot of sense.

What?  Master server?  I don't think you people have any idea what you are talking about when it comes to P2P networks, especially not the one that is the Xbox Live matchmaking system...  Microsoft uses a whole field of servers to handle their matchmaking system.  There is no way they could somehow take the matchmaking system process happen on ISP resources or something.  The transfers would be the same amount of bandwidth usage regardless.

If anything, the PSN version of P2P and the PC one are probably almost identical.  The PSN does not provide the matchmaking system to all games like Xbox Live does, so IW would have had to make a custom matchmaking system for them too.  That's why of the console versions, the 360 one is the most flawless of the 2 when it comes to online.



Time Warner has crap customer service. Our home phone is down half the time but they don't complain about excessive downloading which i'm thankful for.



nightsurge said:
vlad321 said:
Kasz216 said:
nightsurge said:

I call BS on these stories.

Consoles have been using P2P for years.  I have used 4 different providers, including cable, DSL, and FiOS.  I have gamed for hours and hours and hours on those different providers and I have been host on these Xbox games very often.

I never received any letters or complaints or anything.

I think some PC gamers are still a little sour and making up some BS.

And if any of you think that IWnet's P2P setup is better than MS's... you're tripping

Did you miss my post right above yours?

There is also the possibility that Activision cheaped out on IW.Net and made most of the stuff that Microsoft and Playstation handle on a master server happen on the ISPs and/or just made the transfers much less efficent.

 

In short.  There are tons of reasons why this would happen with MW2 and not with console gaming.

The master server thing would make a lot of sense.

What?  Master server?  I don't think you people have any idea what you are talking about when it comes to P2P networks, especially not the one that is the Xbox Live matchmaking system...  Microsoft uses a whole field of servers to handle their matchmaking system.  There is no way they could somehow take the matchmaking system process happen on ISP resources or something.  The transfers would be the same amount of bandwidth usage regardless.

If anything, the PSN version of P2P and the PC one are probably almost identical.  The PSN does not provide the matchmaking system to all games like Xbox Live does, so IW would have had to make a custom matchmaking system for them too.  That's why of the console versions, the 360 one is the most flawless of the 2 when it comes to online.

I think the most likely explaination for this is what is called sandy vaginitas.  There is no way the master server algorithms could be handled anywhere other than IW servers.  Code has to be run people.  As for using traffic that is more expensive but less delay, I would have to say that IW most certainly conferred with MS or Bungie on their solution and probably used a similar solution.  I doubt they would be implementing a multimillion dollar infrastructure and nowingly cause ISP issues.