Lag compensation is a real problem for me, but I still love the game - its even more of a challenge knowing I'm at a disadvantage, so every kill means a lot more to me.
The lag compensation problem is constant and consistent for me. It is frustrating the number of times I drop dead the instant I see the edge of someone appear round a corner, then in the replay they walk out slowly take some time to aim at me and empty a clip into me as I seem to saunter towards them blissfully unaware that some Merc is emptying an MSMC into me. Or I start to empty a clip, on target, into the back of someones head just to watch then turn round aim and drop me with a single shot. This happens in almost every game!
The below article describes lag compensation in a similar multiplayer engine (Valve) which uses similar lag compensation logic - it might help explain the problem to the doubters.
I have 78MB/s up / 20MB/s down fiber internet with low contention ratio and low latency for local servers. I've measured latency to the XBOX live servers and game host during games, so I know I have excellent network latency during the game (some network sniffing to watch online game network traffic and nping to measure latency to servers). The only conclusion for me is that lag compensation is over compensating, or the online games are plagued by hackers.
For a living, I build ultra low latency exchange trading systems for financial services, this often includes latency compenstation to create an equal playing field in the financial markets or to try and beat latency compensation systems to get an edge in the market - we measure latency in nanoseconds and if we get it wrong we know all about it from the irate trading firms that have just lost $MM's. Maybe treyarch should take a look at how financial markets handle latency and jitter normalization, and nanosecond accurate clock synchronization.
I agree with you 100% I run a PC repair business and know what to look for with line quality, equipment, latency and have it maximized with 15ms or less to servers 200 miles away with very low jitter and 0 packet loss. Yet, when I play in a game that has any 2/3 bar players, I get the same thing..... Sluggish character movement, people coming literally from nowhere and instakilling me. Getting 6-10 hitmarkers to get a kill. Very obviously getting the bad side of the lag over compensation. Game seems to be geared towards players with a ping to host in the 50-100ms range. Still no acknowledgement from treyarch that a problem even exist. Chances are, this post will be deleted as soon as a mod see's it. They have been given a directive to delete any post that discusses lag (calling it spam).
Some will say it's your tv, your network setup or you just blaming lag for your bad play style...It's not, it's the game for some, not everyone, but there's a big chunk of us that suffer from this. true story...
The game is flat out unstable..
That might be true, but BO2 is further from perfect than any other COD
This is true. I really thought it couldn't get any worse than MW3 but somehow it did. At least IW acknowledged that an issue existed and made attempts to fix. Have seen nothing of the sort with Treyarch. I think they believe if they keep telling people there isn't a problem, somehow the game will magically fix itself.
They are playing with Matchmaking and possibly some other things given the changes between bigger patches and sometimes a rare hotfix.
I actually have a theory they have special recorders in certain games to collect information. For the past 3-4 weeks I have noticed what I call "special lobbies"
Sometimes you will finish a game, and still maintain a full lobby, but you will automatically be thrown into another game immediately with new players bypassing the lobbies. What I notice in these games is there seems to be a consistent beeping sound that comes across the speaker at a VERY consistent interval. *BEEP...............BEEP....................BEEP*. Its not too annoying, but its odd to say the least.
I generally find you will play 2-3 games then the lobby will end automatically and the next lobby is normal with no beeping sound.
Its just a theory...but It happens every once in awhile, which makes me think those lobbies are throwing players in and out to get a sense on player connection, and the beep is an unbiased recorder(it doesnt seem to be connected to any specific player) trying to get a reading beyond the killcam to compare.
No, the beeping sound comes from the mind control aliens reprogramming your brain using the game as a conduit.
If you rap tin foil around your headset, it distorts the frequency and the signals can't get through.