Saturday, July 9, 2022

This subreddit IS using "Desync" correctly


full image - Repost: This subreddit IS using "Desync" correctly (from Reddit.com, This subreddit IS using "Desync" correctly)
I saw yet another person here arguing that this sub is misusing the term "desync", and I just can't continue to abide this misinformation. I had an argument with someone a couple of weeks ago making the same incorrect argument that "The things we see in Infinite are latency and not desync". They were both programmers. I'm also a programmer. About halfway through the argument a few weeks ago I found out that the other person I was arguing with lived in Europe and we ultimately determined our education systems define "desync" differently. The European schools apparently illogically teach it's only desync "when the server and client can't be reconciled" as they put it, or as this recent person put it "Desync is where the position of an object is permanently out of sync between a client and the server". Whether or not all US schools teach the same as mine taught me is a different matter for another time.The person I was arguing with at the time and I then spent the rest of the time as I went point for point showing how there is no such thing as "can't be reconciled" because the server can reboot the connection to a player, the entire match, or even restart the match to reconcile such an issue. It became an argument of what was going "too far", such as even hard resetting a player's location and equipment to basic starts, which was not a question of if the desync can be remedied but how far the other person considered "too far". This is a completely irrelevant concept for the definition of desync. Hell, we could even have servers snapshot the match and schedule a time when the players could return in the future to continue the same match once they have better connections. This would even solve a player losing connection due to them taking scissors to their ethernet cable, solving desync between one server that thought they were physically connected and a client machine which knew they weren't. Therefore there is no such thing as a case of desync under the extremely arbitrary definition taught in those people's schools and potentially other schools even in the US. He eventually conceded that there didn't appear to be any logical stopping point for when to claim latency issues aren't desync if the machines are out of sync, but that he would have to continue using the term as he learned it for effective communication with his local pears. I couldn't argue with that.The crux of this issue boils down to this: Those that think latency can prevent desync think that their imposed and controlled dyssynchronous states are in fact not dyssynchronous. However, if you put them on stage like we do with Infinite at PAX, not one of us would call them synchronous, even as much as professional synchronous dancers. They're off. They're out of sync. They are desynced.I have no idea if the recent OP was learned in the US, Europe, South Korea, or anywhere else, but I reckon that they must have at the very least received a trickle down impact to their education that resulted in them using this fabricated definition of desync.Desync is when the server and client are out of sync. That's the correct definition with a hard stop."Acceptable desync" is a programmer or company's arbitrary line drawn in the sand for how much desync is shippable as they have metaphorically patched up the holes well enough for that ship to float and surf the web. Or even better have metaphorically put pumps at every hole to pump out the water as it enters. A tiny bit of water (desync) gets in, but their systems compensate and keep it minimal. This is not the definition of desync as a root word, though. Most companies in the video game industry consider what we are seeing in Infinite as "unacceptable desync", "A bug", "A server issue", and from my experience absolutely don't call it "latency as opposed to desync", including 343i as u/GoJackWhoresMan pointed out with their link where a 343i developer refers to the melee issues as desync.Desync is when the server and client are out of sync. Even the solution in programmed latency, the delay, causes desync, the lack of synchronicity. Short lived desync is still defined as desync. Servers that quickly correct all cases of desync still are suffering desync in quick controlled bursts. Desync is still very much the correct term to use in reference to these Halo Infinite issues.This next part is directed at those who call some or all of the Infinite issues "latency and not desync. You use the term latency as if it were the desync instead of the root cause. Latency is the delay, but desync is the result, and it is the result every single time even when it's controlled to be so minute it can't be detected by the end user. You literally can't have latency without a case of desync, no matter how brief that case may be. A network suffers latency, but it is desynced. A network is never "latencied", or "latenced". These are not words. However it can be desynced. There is no other word for this except "desynced", which is used in this case professionally and unprofessionally. Desync is a verb and also a noun, while Latency is only a noun. The action a server takes as a result of its latency is that it becomes desynced from its clients, or it desyncs its network. The server can then correct that desync. Some developers like to think that because they caused this desync by inducing latency they have avoided desync, but the truth is that they have reduced desync to its minimal state, not eliminated it outright.And by the way, this is and has always been a semantic argument even when those others made their posts. They were saying the subreddit is misusing the term "desync", which is about the definition of a word and therefore a semantic argument. I am trying to explain back to the subreddit that they are using the word incorrectly, and the subreddit is using it correctly. Also a semantic argument, but a right one. They want to narrow the definition of "desync" down to only "unacceptable desync" because it's useful to them in their day to day lives as programmers, and I also use it this way internally because "unacceptable desync" is a mouth full. But for those people to come onto Reddit where people are using "desync" itself correctly and try to argue a wrong argument over and over has rustled my jimmies. The narrow definition is not the real definition, even for programmers. The definition of Desync is as follows.Desync is when the server and client are out of sync (including cases of controlled desync such as system established and controlled latency). I'll say it louder for people in the back if you want me to.


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