Online desynchronization: Difference between revisions

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Desynchs can happen for several reasons. The most common catalysts are hacks and mods. Players using identical hacks generally do not cause  a desynch, but any hack that not all players share carries a risk of desynching. Some categories of hacks, such as textures, carry very little risk of desynching, while things such as model hacks are very likely, and moveset and physics hacks are nearly guaranteed to desynch. Desynching also prevents players playing a proper match online using game mods, such as ''[[Balanced Brawl]]'' and ''[[Brawl-]]'', unless all players use the same mod. The effects of this type of desynching can also be viewed by watching the same saved [[replay]]s while using different hacks/mods. In {{forwiiu}} and ''Ultimate'', the player using a hack is instantly disconnected from the match upon using a move that could desynchronize the game.
Desynchs can happen for several reasons. The most common catalysts are hacks and mods. Players using identical hacks generally do not cause  a desynch, but any hack that not all players share carries a risk of desynching. Some categories of hacks, such as textures, carry very little risk of desynching, while things such as model hacks are very likely, and moveset and physics hacks are nearly guaranteed to desynch. Desynching also prevents players playing a proper match online using game mods, such as ''[[Balanced Brawl]]'' and ''[[Brawl-]]'', unless all players use the same mod. The effects of this type of desynching can also be viewed by watching the same saved [[replay]]s while using different hacks/mods. In {{forwiiu}} and ''Ultimate'', the player using a hack is instantly disconnected from the match upon using a move that could desynchronize the game.


Desynchs can also happen if one of the participating players or the server is experiencing connection difficulties. This is normally rare, as most networking devices have built-in safety measures created for the purpose of avoiding the sending and receiving of incorrect data, but given the amount of data that's sent per match, and given the variety of players and their hardware, as well as the fact that perfect connection conditions simply cannot be met all the time, this type of the desynch is occasionaly seen. This happens when, for instance, Alice presses X and A at the same time, but for some reason, one of the bits isn't sent (and, as described above, the hardware fails to catch this flaw), her console could end up sending data for only A being pressed. While in her console, she sees her character jumping and performing a [[neutral aerial]] attack, other players' Wiis will only receive the A button, and hence, will have that player's character perform a [[neutral attack]].
Desynchs can also happen if one of the participating players or the server is experiencing connection difficulties. This is normally rare, as most networking devices have built-in safety measures created for the purpose of avoiding the sending and receiving of incorrect data, but given the amount of data that's sent per match, and given the variety of players and their hardware, as well as the fact that perfect connection conditions simply cannot be met all the time, this type of the desynch is occasionaly seen. This happens when, for instance, Alice presses X and A at the same time, but for some reason, one of the bits isn't sent (and, as described above, the hardware fails to catch this flaw), her console could end up sending data for only A being pressed. While in her console, she sees her character jumping and performing a [[neutral aerial]] attack, Bob's Wii will only receive the A button, and hence, will have Alice's character perform a [[neutral attack]] on Bob's console.


==Solutions==
==Solutions==
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