Desync Issues

I'm not sure where to ask, but is there any information on progress towards fixing the rubber band issues with certain move skills? I can't speak for Xbox, but PS4 it's been fairly consistently bad since launch. It's not unplayable by any means, but it causes, for me, about a quarter of my deaths. I've been doing Alva tonight and noticed its particularly bad if I leap slam immediately to a pack and start up cyclone. Any info at all on progress would be really appreciated. Thanks.
Last bumped on Mar 27, 2020, 11:39:49 PM
It is close to gamebreaking. Especially during delirium where if you get caught of guard for just one second then you get one-slotted. It happens constantly when using whirling blades and causes me to die at least once very other map which is just ridiculous. I’m only lvl 84 due to this many deaths even though I have played many hours a day since the launch of the league. It is especially frustrating when you get rubberbanded back into the traps in the laboratory and have to redo the entire thing. Please at least acknowledge this issue and communicate that you are working on this issue. I remember this issue was very bad when the game first released on PS4 and it seems like it hasn’t been fixed or made better whatsoever.
Unfortunately, it’s not going to get fixed for a long time - if ever. Desync or “rubber banding” comes from using predictive mode instead of lockstep. While PC (due to keyboard and mouse) has the option of switching between the two, console (due to the controller) only uses predictive.

What’s lockstep and predictive mode you ask?

It’s the way Path of Exile handles input lag between your controller, your console, and the game server.

From the PoE wiki -

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Deterministic lockstep

The deterministic lockstep mode perfectly synchronizes the client with the server, and will stop potential unfair deaths caused by desync. Bear in mind that this mode may cause stuttering, depending on the player's latency, like in strategy games such as Starcraft and MOBAs like Dota 2.

When the player performs an action, it is sent to the server for confirmation before it is shown to the player. In this mode everything will stay completely in sync, including all monsters. There is a delay equal to the player's latency to the server. If they suffer from an internet lag spike, everything stops moving until the player receive more data. This mode is recommended for players with low latency to the server.

Client predictive

In predictive mode, actions appear to occur immediately but can get out of sync under some circumstances. While things appear to happen immediately, the actual actions are still delayed by the player's latency behind the scenes. This mode may cause desync, but is probably the best choice for player with more than 100ms of latency to the server.
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I’m hoping that since GGG is expanding their console team, we’ll see more quality of life changes on a more frequent basis. I am personally of the mind that having any kind of xp loss while the game is so unstable is salt in the wound, I don’t think that aspect of the game will go anywhere.

My experience is that skills that blink (flame dash is by far the best) have this problem far less often. It sucks because leap slam..fortify is awesome, but leap slam is by far the worst.

That’s not to say that flame dash never rubberbands, but it seems to be the least of the offenders.

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