Online desynchronization: Difference between revisions

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{{move|Online desynchronization|not really a glitch}}
:''For information on the Ice Climber technique, see [[desynching]].''
:''For information on the Ice Climber technique, see [[desynching]].''
A '''desynch''' (sometimes spelled as '''desync''', short for '''desynchronization''') is when the perspectives of multiple players competing in one match aren't consistent with each other. The concept is best explained by example:
'''Online desynchronization''' (sometimes shortened as '''desync''') occurs when the perspectives of multiple players competing in one match are inconsistent with each other. The concept is best explained by example:


* [[wikipedia:Alice and Bob|Alice]] is playing as usual, while Bob has a [[hack]] that makes his character half their regular size.
* [[wikipedia:Alice and Bob|Alice]] is playing as usual, while Bob has a [[hack]] that makes his character half their regular size.
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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 can't be met all the time, this type of the desynch is not completely implausible. 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 doesn't 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 can't be met all the time, this type of the desynch is not completely implausible. 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 doesn't 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]].
==Replay desynchronization==
A common error noted in replays is that they may "desync" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the revival platform. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it is possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again.


[[Category:Wi-Fi]]
[[Category:Wi-Fi]]