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《黑暗之魂3》联机机制详解 用***能否降低延迟
11:28:17 来源:黑暗之魂3吧 作者:finixZealot
《黑暗之魂3》中很多玩家都对其联机机制不够了解,下面小编就为大家带来《黑暗之魂3》联机机制详解,告诉大家是否需要***,希望对各位玩家有所帮助。
关于联机发一个心得希望能对大家有点帮助,顺便附带了帮助你判断要不要***的个人观点
最近几天玩延迟都超过500ms以上,砍一刀等0.5s多才出反应,已经不能正常玩耍了...于是就google在steam和reddit等论坛了解了下黑魂3联机的机制,以下是我自己总结的一些观点,如果有误欢迎指正:
1. 黑魂3的服务器只是用来匹配玩家而已,然后玩家之间pk是p2p连接(p2p连接就像下种子一样,玩家作为用户下载其他玩家游戏数据的同时,也作为服务器向其他人上传自己这边的游戏数据,中间不是通过服务器管理)。这么做可以减少黑魂3服务器的压力和节约开发成本(很多其他游戏也用这种套路或者改进版,比如LOL,COD等等),而且由于玩家也作为服务器,其中一个服务器节点出了问题也不会影像到其他人。这种联机机制用起来感觉安全可靠。
2. 但p2p也有很坑爹的地方,就是如果匹配机制不好的话,大延迟会比较普遍,游戏中看到的就是次元斩,漂移,还有传送背刺之类的...一个人延迟低匹配到一个延迟高的,两边都会有严重的延迟,因为服务器不是专门的,伤害和位置的计算不是在专门的服务器上,低延迟的玩家也会被影响....而且对于PC版的朋友们,黑魂3只分日本区域和非日本区域...所以如果你是PC版的,不在日本的话(日本***除外),就算关掉跨区域匹配你也会匹配到,北美,欧洲甚至拉丁美洲还有非洲的玩家...如果你观察自己的Windows防火墙,可以看到联到的IP地址并判断对面来自哪里。
3. PS4玩家这里就貌似就很爽了,虽然帧数低,但因为是根据PSN服务器划分地域的,延迟情况比PC好多了。
这里举个简单的pvp次元斩的例子,在youtube上看到的,当你觉得自己在别人范围外的时候但确被造成了伤害,因为你的位置在对面的显示屏上是在攻击范围内的,对面的游戏计算你为受到伤害。造成这种的原因是双向的,一是你自己网络上传自己的数据慢了,二是对面接收你的数据慢了,丢包的情况也是有的。这里伤害到底是怎么计算的,FromSoftware没有公布,我猜公布了会被更多国外玩家骂街 + steam差评...
总的来说,如果你没连到跟自己延迟差不多的对手,两边都会卡成狗...
挂了***的同学应该要算上***服务器到你这的延迟和***服务器帮你减少跟对面连接的延迟,个人推测有的朋友就算挂了***也会碰到严重延迟的对手,毕竟延迟的原因并不只在你个人...
个人觉得,挂了***并不能一定帮你解决问题,但是是有概率的,毕竟网络数据传输是节点传输(一定程度上和物理距离有关),如果减少了传输节点,能有效的减少双方的延迟。要不要用***的话,可以很简单的看出来,如果你干什么都卡(比如看视频,玩其他联机或者网游),那么99%是你那的网络太坑,***八成9不了你了。如果你只是单一游戏卡或者某些特定的东西卡,那么这里***说不定能帮忙。
还有另外如果你喜欢凌晨玩,那么***挂北美的可能会好点,毕竟这时候北美玩家很多,国内有没有那么多夜猫子我就不清楚了...
什么情况没延迟呢?那就是当你和对面都在同一个区域而且较近的话,很可能没有延迟或者低延迟,当然不能100%保证,因为数据传输是通过网络节点的传送的,而非由现实物理距离决定的。要100%保证就2台机子接同一个路由,简单来说就和对插试联机类似...
如果延迟了咋办?
没啥太好的办法,重启下你的路由器说不定会好点,清空下里面的”内存“,具体的方法就请自信百度或者看自己路由的用户手册吧。
另外延迟有时候也会带来比较有利的东西,比如对面砍你的动画出来了,但伤害没出来,这样的你可以等对面再砍你动画出来之后再弹反,这样就不需要预判弹反了
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