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#1  2009-04-15 01:04:25

Mr.TurnSignal
Harsesus
Registered: 2007-08-21
Posts: 2631

Lag Switches

I've been hearing from different people different stuff about why lag switches won't work for some people. Most include, Use the Green wire instead of orange or vise versa. Or that your upload speed isn't fast enough to be able to use a lagswitch. I know about the green orange wire thing but is the upload speed thing true. I mean I can only upload at 250Kb/s max. I heard anything below 1Mb/s and it won't work. What do you guys think?

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#2  2009-05-01 11:47:33

sc_bond
Ronon Dex
From: Manchester, UK
Registered: 2007-10-09
Posts: 1158

Re: Lag Switches

Surely not becasue people in the UK use lag switches and not many here have that fast an upload speed here. I was thinking of getting one because I can tell people were using them to beat me at NHL 09....can't beat them then join them and then beat them at their own shitty litle game!

EDIT: I've seen some people have difficulties on a slower connection but manage to get it to work. I made one today and can't get it to work and I think it's my upload speed, which is the same as yours. Might see if my Dad will upgrade to 8, 10, 20 or if I'm really good at persuasion, the new 50 Mb connection. Was pretty simple to make though, and it's the orange wire and not the green wire. I think the orange is the data upstream.

Last edited by sc_bond (2009-05-01 21:45:25)

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#3  2009-05-03 20:48:47

Mr.TurnSignal
Harsesus
Registered: 2007-08-21
Posts: 2631

Re: Lag Switches

Yeah orange is data upstream but some people reported the green wire as working too.

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#4  2009-05-04 13:19:11

sc_bond
Ronon Dex
From: Manchester, UK
Registered: 2007-10-09
Posts: 1158

Re: Lag Switches

Depends which is used on pin 2 of the port, but it will always be green or orange. I think it's green on older Cat5 cables and orange on Cat5e but I honestly couldn't say for certain.

As for speed for it working, I've been advised to use a longer cable with the switch on it (at least 25 ft) so that there's plenty of distance to generate lag between the switch and the console. It means I'm having to cut into the cable that carries the net to my room (where the switch is now) and adding ethernet couplers after cutting the wires (rather than buying several new cables lol).

Hopefully should work!

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#5  2009-05-04 19:50:10

FamilyGuy1
The Day After
From: : : : PSN: FamilyGai
Registered: 2005-09-28
Posts: 912

Re: Lag Switches

Why do you want a lag switch, what does it do? Can't games tell if you're cheating like that?
I play Soul Calibur 4 the most and during ranked fights sometimes sore losers will drop their connection once youve won but before it gets to the screen that saves your win. They get penalized for it though (i tried it after it was done to me to see what happens, it's not worth it).


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#6  2009-05-04 20:39:19

NEMESIS0744
Right Hand Man
From: The East Side
Registered: 2006-12-30
Posts: 3151

Re: Lag Switches

^^^ Possibly it games such as Soul Calibur, but as far as most FPSs (COD4, CODWaW, and KZ2) there is no detection system for lag switches.


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#7  2009-05-09 14:45:50

Mr.TurnSignal
Harsesus
Registered: 2007-08-21
Posts: 2631

Re: Lag Switches

There won't be either. Because sometimes my internet will just normally lag because Im either downloading something and it's using all my bandwidth or it's just been a shitty day and my internet sucks. It all depends but I still lag. And so will everybody.

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#8  2009-05-10 08:38:48

Joss
Asgard
From: UK
Registered: 2008-01-01
Posts: 576

Re: Lag Switches

It is possible to detect them but game developers aint gunna waste the time or money for it.


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#9  2009-05-13 22:08:12

sc_bond
Ronon Dex
From: Manchester, UK
Registered: 2007-10-09
Posts: 1158

Re: Lag Switches

A lag switch has to be performed by the host anyway. Some games don't detect them but just keep all players waiting if there is a problem. EA Sports games, for example, do this.

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#10  2009-05-15 10:37:11

0m1kr0n
Arrived in Giza
From: NC
Registered: 2008-03-05
Posts: 317

Re: Lag Switches

In GTA IV online races you can swerve to bump sides with someone in parallel and use one right before collision and it'll shoot their car up in the air and make it do spinning flips.

The server side can't really implement any vector functions to detect this because it would cut the bandwidth in half and create major lag.

Last edited by 0m1kr0n (2009-05-15 10:38:53)

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#11  2009-05-15 11:39:28

Powerslave
Ruler of All
From: Alpha Quadrant
Registered: 2007-01-15
Posts: 13348
Website

Re: Lag Switches

A lag-switch, if I am assuming you or whoever, want to use it to cheat, is the same thing as using the Standby button on some cable modems.  NO, they can't detect it, you physically throwing a switch.  They can only analyze the game play and check for data stream anomalies.  People did this with Halo games on-line, and M$ began banning for doing it.  This allows you to keep moving, while you freeze or disappear from all the other the player's screens.  When you go back normal, you pop back up somewhere else on the map.

M$ implemented a time-out limit to game play now.  If they continually get the loss of data stream, or you time out longer than their time frame, they, M$, kicks you out of the host.  They will then flag your account for review.  If people also complain, you can be banned and all that.

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#12  2009-05-15 16:15:50

0m1kr0n
Arrived in Giza
From: NC
Registered: 2008-03-05
Posts: 317

Re: Lag Switches

Powerslave wrote:

A lag-switch, if I am assuming you or whoever, want to use it to cheat, is the same thing as using the Standby button on some cable modems.  NO, they can't detect it, you physically throwing a switch.  They can only analyze the game play and check for data stream anomalies.  People did this with Halo games on-line, and M$ began banning for doing it.  This allows you to keep moving, while you freeze or disappear from all the other the player's screens.  When you go back normal, you pop back up somewhere else on the map.

M$ implemented a time-out limit to game play now.  If they continually get the loss of data stream, or you time out longer than their time frame, they, M$, kicks you out of the host.  They will then flag your account for review.  If people also complain, you can be banned and all that.

Problem with that is how do you differentiate unintentional and intentional lag? Doesn't seem practical without some algorithmic method of detecting common patterns in vector changes, and that seems like it would kill performance even if the server had something like SLI CUDA or a backend cluster on a gigabit network.

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