Tree of Savior Forum

Video to understand ToS netcoding

TL;DR: Game lags because it’s programmed like ■■■■ and the servers are also quite bad, making people have more than twice the ping they should AND MORE by any data sent between the player and the server.

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Video says titanfall what does it have in common with ToS?

See Siete thread, assume it is garbage off-topic nonsense.

Click on it anyways…was right.

Flag away!

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Hahahahahahaha, well at least he hit the nail in the head with the lag issue tho.

I’m sure there are so many errors and warnings coming and going between both (client and server) that it increase the bandwidth used by the game, not to count that the both have to deal with more memory usage, more handlers passing through the CPU.

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Watch the video and you’ll understand.

Watch the video. Although these pro-IMCs will hardly understand anything.

Dude you sound so dumb, your’e pro-IMC as well. You use their
forums as a platform and you probably still play their game. You and the “catch me outside girl” need to go away lol.

The video doesn’t show prove that the game is badly programmed but it shows how of poor quality the server is.

One of the things that makes it more visible is that the game relies too much on the server’s responses to properly act, and as the quality is subpar, it causes many time-outs and desyncs.

That’s what I see as someone who has 0 knowledge of netcoding.

I mean, why does iToS suffer from more issues than kToS/jToS, if the core is the same?

I play normally at 250~400ms btw.

250~400ms isn’t normally, your ping to the server is most likely half the first value but the server manages data from you back to you so badly that huge lag spikes are natural.
kToS and jToS must use better Hz servers, also, the more foreign players connected, the worst connection there will be. jToS and kToS have mostly local players which works fine for their LAN like netcode, so if one or two players from overseas connect, they will not suffer as much as an impact as they do in iToS where everyone is from very far away places.
But yeah, this is what happens when they launch a korean game with a lan-like netcode in an international version.

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