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Rubber banding

Rubber banding in Deceit 2? Keep your character where you left it

Rubber banding is when you move forward and the game snaps you back a few steps. It happens when the Deceit 2 server gets your data late or incomplete and corrects your position. GamesTC looks for a route with less loss and less fluctuation.

GamesTC Network

7 associated city(ies):

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Position in sync

Less loss and fluctuation on the route, so the server doesn't have to correct your movement.

Route simulation • Deceit 2

Route Path

GamesTC Detailed Smart Route

Total44ms
-52%
01
ORIGIN
YouCLIENT
02
ENTRY
FOR-01Entry Node
03
EXIT
SP-01Exit Node
04
GAME
Deceit 2Game Target
Priority UDP Tunnel•0% Packet Loss•Stable Jitter (<1ms)

Connection quick guide

What causes rubber banding in Deceit 2

The Deceit 2 server decides where every player is. When your packets arrive late, out of order or not at all, it puts you back at the last position it knows. If the server itself is overloaded, everyone gets it and no route can fix that.

The server decides

The Deceit 2 server has the final say on every player's position.

Late data

Packets that arrive late or go missing make the server snap your position back.

When it's the server

If everyone is rubber banding at once, the server is the problem, not the route.

Fewer corrections

With less loss on the route, the server corrects your movement less often.

Smooth movement

More predictable movement, without getting yanked back.

Route under watch

Smart Route keeps measuring the route while you are connected.