Sync errors
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I would assume the single player skirmish is a hack of the normal multiplayer. Just because the clients are all one on PC doesn't mean they cannot desync. And it is a desynch message I see, not a delayed sync. I've never seen the latter.AF wrote:madrat that sounds like Delayed Sync message and not Desync messages, afterall how cna you desync with yourself if only 1 simulation is running?
MadRat, no AF is right. If you were running just one spring.exe, then it's theoretically impossible to desync (1 spring.exe = 1 player [can run multiple teams] = 1 sync checksum, and 1 checksum can never be different from other non-existant checksums). In case you still get "Sync error" messages in single player then something is seriously borked, but you're not out of sync 
I should have read your post better in the first place btw

I should have read your post better in the first place btw

In the skirmishes that desync, there is no human player. Does it handle it any differently? Consequently I don't see the error messages unless I look at an individual team during the slowdowns, by using the .cheat and .team commands. When the game suddenly goes choppy its a pretty sure sign of a desync, as plain slowdowns from huge unit counts are much smoother.
Its not looking at the slowdowns that causes it, its the mass of tiny 1x1 units that seems to be the source. When I kill off the units by dropping kamikazi units next to them owned by another team both the slowdown and desync errors disappear.
btw - This is typically when using four AAI ai's on any size map where MAX_GROUP_SIZE is set above 10.
Its not looking at the slowdowns that causes it, its the mass of tiny 1x1 units that seems to be the source. When I kill off the units by dropping kamikazi units next to them owned by another team both the slowdown and desync errors disappear.
btw - This is typically when using four AAI ai's on any size map where MAX_GROUP_SIZE is set above 10.
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Only thing that I proved by doing that was that (almost) all games split in exactly two different games on desync, often both with multiple people, which hints it is related to some hardware bug / difference or something, and not to a spring bug.
@tombom: I've seen games where that wasn't true, the above is though (AFAICS).
@tombom: I've seen games where that wasn't true, the above is though (AFAICS).
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That means that there's two main groups of hardware/something that people fall into evenly - this can't be true though, can it?Tobi wrote:Only thing that I proved by doing that was that (almost) all games split in exactly two different games on desync, often both with multiple people, which hints it is related to some hardware bug / difference or something, and not to a spring bug.
@tombom: I've seen games where that wasn't true, the above is though (AFAICS).
Intel vs AMD for CPU, or Hyperthreaded vs non-hyperthreaded for CPU, or NVidia vs Radeon for GPU, or America vs Europe for location, or Western Hemisphere vs Eastern Hemisphere for location - all of these are heavily weighted to one side or another in the spring community in general, and even those categories that arent weighted in such a way across the whole community are heavily weighted to one side or another per game.
I just got a sync error twice in a row. Both times there were the same players, in a 4v4 on metalheck. I get a Sync error for tombom 3101 E both games. We carried on for a few minutes and the sync error didn't change or anything. This is with Balanced Annihilation 4.61. I did pretty much exactly the same thing both time. I have replays and stuff.
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According to the Steam hardware survey this may also be a good guess. Either AMD/Intel or Nvidia/ATI are what I'd assume it is. These may not be 100% accurate for Spring players but on here those two as well as SSE2 show up at about a 50/50 or 60/40 split http://www.steampowered.com/status/survey.htmlDragon45 wrote: That means that there's two main groups of hardware/something that people fall into evenly - this can't be true though, can it?
NVidia vs Radeon for GPU,
No and No.tombom wrote:Is it just me or are most desyncs on maps with water? Also all the desyncs I see are always exactly half the players in the game desync, rounded up. A spec might desync but it's still always the same number of players. I may just be seeing patterns that aren't there.
Btw. for the replays, did you try to get replays from sync and desync players of the same game and compare them against each other? this might be a good or very dumb idea, i dont exactly understand all of spring's mechanics (although, i think the replays should contain the same data, afaik they are like recordings of the commands, and then this method would fail).
Indeed. What would probably work is if I could replay one replay on hardware that desyncs from each other here locally, but I don't have enough hardware for that :-D
@LordMatt, no that shouldn't be the cause, all drawing code is unsynced. (unless there's a bug in a driver / drawing code that corrupts synced memory of course)
@LordMatt, no that shouldn't be the cause, all drawing code is unsynced. (unless there's a bug in a driver / drawing code that corrupts synced memory of course)
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