Bullet Lag Resolution

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speedchecklate
anyone else find bullet game wins purely based on how good your lag is that hour of the week. i just had a game where watching the clock and auto moving it took 5 seconds not 1 second as it supposed to happen. this was more a test to watch the clock as other games I'd moved fast trying to win and still lost on time with a 2:1 time advantage. I believe this is because the system prioritises limiting games to 2 minutes max, meaning if I auto move it takes 1 seconds to send that info, and if the other person also auto moves and takes the system 1 second to send the cost to tye individuals should be .4 seconds total, the system take 2.0 seconds so someone has to lose, probably whoever moved last. my resolution is to program the system to only reduce time off the individual as per their move not the systems capabilities. I understand games could last 2:35 seconds however this would be fairer than just taking time off someone randomly or on a who moved first method which has no relevance to chess including time management within chess. surely I'm not the only one fed up with lag?
Gomer_Pyle

Check out this thread for more information

https://www.chess.com/forum/view/general/chess-com-connection-speed-favors-u-s-based-players

mollymadd
This happens to
Me all the time !!! I could never understand how I would have such little time left ...
speedchecklate

@gomer thanks but that is not really that useful. There are times when someone takes 5 seconds to make a move, I auto moved during the first second, however it still costs me 2 seconds.

speedchecklate

Chess.com can build something into their systems to understand "when" ie how long I took to move, not when they can register etc. And prioritise chess, not ultimate time, lag should be built into the system ie, the game should take longer than 2 minutes to make up for lag. It would be a better reflection on chess not IT that way.

Martin_Stahl
speedchecklate wrote:

Chess.com can build something into their systems to understand "when" ie how long I took to move, not when they can register etc. And prioritise chess, not ultimate time, lag should be built into the system ie, the game should take longer than 2 minutes to make up for lag. It would be a better reflection on chess not IT that way.

 

Pretty sure that already exists, however the system only allows a maximum amount of lag, and lag can be introduced client side. Premoves are cached locally, so each one is not sent until you receive the opponent's move. So, if the client side, either the system itself or local network is causing lag or packet loss, you can exceed the allowed lag time.

 

https://support.chess.com/article/213-how-do-i-fix-my-disconnect-lag-issues

 

Based on some articles I've read on other sites, I believe the site is working on some things to decrease lag, in regards to some type of distributed live server process, but don't know how far along that might be or when it might eventually be released.

easchner

I really think there's some super random server connections or something. I'll have days where it's working great and can move with ease. Then I have days like today when I premove and lose 4 seconds. I also noticed a REAL fun one that where an opponent took 8 seconds to make a move and when it finally showed up their clock only went down 1 second and mine went down 7!! The server punished me for it not sending a move fast enough. Two days in a row I can't even play it it's so bad.

 

I'm super aggravated, gonna go play on Lichess for a bit since it actually works.

easchner

Thought I'd try again, up 8 seconds to 1.5 seconds and timed out without ever seeing a move, even with premove in.

Checked connection, pulling 748mbps down, 660mbps up, 23ms ping times to chess.com. This is 100% a server issue.

Martin_Stahl
easchner wrote:

Thought I'd try again, up 8 seconds to 1.5 seconds and timed out without ever seeing a move, even with premove in.

Checked connection, pulling 748mbps down, 660mbps up, 23ms ping times to chess.com. This is 100% a server issue.

 

No, the traffic your data takes goes through a lot of different equipment on it's waty the the site's Live server. Any one of those connections can cause excessive lag, beyond what the site compensation allows. Add to that, processes in your device and/or local network will vary, potentially causing lag, minor connection issues, or packet loss. 

easchner
Martin_Stahl wrote:

No, the traffic your data takes goes through a lot of different equipment on it's waty the the site's Live server. Any one of those connections can cause excessive lag, beyond what the site compensation allows. Add to that, processes in your device and/or local network will vary, potentially causing lag, minor connection issues, or packet loss. 

 

I ran a ping to the live server every second and played a few games on the same device. It never got above 25 ms on the ping and I had several times my time flipped 5+ seconds when my opponent's move came in. Again, pinging same server from same device. There's literally nothing else I could do. It's either their site or their servers.

Martin_Stahl
easchner wrote:
Martin_Stahl wrote:

No, the traffic your data takes goes through a lot of different equipment on it's waty the the site's Live server. Any one of those connections can cause excessive lag, beyond what the site compensation allows. Add to that, processes in your device and/or local network will vary, potentially causing lag, minor connection issues, or packet loss. 

 

I ran a ping to the live server every second and played a few games on the same device. It never got above 25 ms on the ping and I had several times my time flipped 5+ seconds when my opponent's move came in. Again, pinging same server from same device. There's literally nothing else I could do. It's either their site or their servers.

 

IGMP packets are small and not equivalent to full TCP data packets being sent for moves. I'm not going to definitively say there wasn't a site problem, but if there is, it affects pretty much everyone. 

 

Regarding the ping, what exactly were you targeting?

Martin_Stahl
xbrenbrenx wrote:

I'm sick of making my checkmating final move, hearing that wonderful clunky win sound, and then seeing I lost on time. If I had enough time to make the move, I should win.

 

Unfortunately, with potential lag, just because the client is able to have the move shown doesn't mean you should win if the flag falls in the process. It works the same way in OTB play, though slightly different. If you're making the move and the flag falls, then the game is lost if your opponent has sufficient mating material.

 

The thing is, the official clocks ate the ones hosted on the server. The server becomes the arbiter/TD to decide if the time was overstepped, just like they would OTB in the same situation.