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Server Desync

zarrzarr Member Posts: 592
edited July 23 in Bug Reporting

Platform: Any

The game servers currently seem to cause a desync between clients, introducing what is essentially artificial latency and leading player models to appear more offset from their actual positions. This is obvious when you look at the now very frequent instances of reverse pallet stuns, where a survivor will pull a pallet, stun the killer, but the killer will end up on the same side of the pallet the survivor pulled it from. This is due to the fact that the killer is already much further through the pallet than it appears on the survivor's end.

This same issue with the same symptom of frequent reverse stuns has occurred before in the past, so I hope it can be quickly addressed again.

Post edited by zarr on
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  • SlowLorisSlowLoris Member Posts: 121

    This is EXTREMELY obvious if you commonly go for beamer saves. I bounce around to different servers to play with people often. West Coast to East Coast. I know there is input lag, to clarify. But the killers actual model will appear one way, and it can be the same exact timing, but the killer will actually be walking away when the blind finishes. If you go by animation at all it's extremely confusing. It lead to me constantly doing VERY early beamers because I was trying to match the animation. To go along with this, I was on someones shoulder the other day (Sadako), and I saw her animation finish early - she did not have fireup, etc. Whereas my duo friend said she didn't dead hard for the save, etc...because she knew she'd make it in time, and right as she started blinding, the killer was walking away. On my end there was no way she was going to make it. This person rarely misses beamer saves if they're possible. There is definitely something off with character desync.

  • zarrzarr Member Posts: 592

    I can attest to this. I am confident in my flashlight save timings, and I have been getting multiple instances where a perfectly-timed blind had the killer simply walk away. It can happen on other interactions too, such as pallet breaks and window vaults, where starting your blind later into the animation can mean that you won't get it despite still having had enough time. And of course, in general the desync means that you are reacting to outdated info, which will also get you hit in ways that don't seem possible even against low-latency players, which I have found to be particularly obvious on pallet vaults (latency hits happen everywhere, but the client desync seems to be affecting animations most of all).

  • SlowLorisSlowLoris Member Posts: 121

    This issue seems to be becoming more common for more people after midchapter. A lot of people that thought I was crazy when I said I was experiencing this from Dredge release are now also dealing with it since mid chapter. I hate that it's plagueing more people, but I'm happy to know I'm not crazy. This is pretty frustrating, because I feel I have to constantly relearn timings. I used to have a "gut feeling" when the time was right, and I didn't go by animation - only when it started. I even had a second gut feeling for when I was on slightly higher ping. Unfortunately, the constant adjusting for the incorrect information has destroyed that built in gut feeling, and I'm tired of feeling stupid.

  • Rokku_RorruRokku_Rorru Member Posts: 527

    I have made a thread about latency too and it's been sat for like 3 months unacknowledged , I can confirm I see this happening, it's as if we are pulling our characters by a tether of string which can vary in length.

  • SlowLorisSlowLoris Member Posts: 121

    It is definitely shocking that certain issues like this aren't at least "acknowledged". To clarify, I don't expect an immediate "Okay, we're working on it, and here is an ETA", but a simple - "Thanks for catching this, I'll make sure people are informed".

    I just want to know the issue is being taken care of. It's so very frustrating.

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