 So Nintendo wants Splatoon 2 to become a competitive multiplayer game and I mean obviously that's the main aspects of this game It is a competitive multiplayer game, but specifically they have been pushing it hard into the e-sport realm and that's all fine and dandy But there apparently is an issue with Splatoon 2 that has been overlooked by a lot of people Mostly because I don't know if this matters as much to a general consumer Splatoon 2 But I definitely have seen some of these issues in this game myself I'm just more of a casual player So it doesn't bother me as much, but Oliver Brammer did some looking into some of the issues with Splatoon 2 specifically in terms of The rate at which information is transferred between players now Obviously there are multiple factors this your internet connection speeds and and the distance you away from players you are and all this But essentially Splatoon and Splatoon 2 work on a peer-to-peer Situation so instead of connecting to a dedicated server that can handle more data transfers faster It it connects you to people directly So if I'm connected say I'm playing with 5j gaming and Splatoon 2 over in Minnesota That's a that's going to be a pretty fast connection between us But then you know someone else that we're playing from I'd be over in Europe and that's going to slow down That's gonna have a slow connection between us two and that person and that person's Latency to us is ultimately going to cause me and 5j to also have more latency Between him and I even though we only live about an hour and a half away from each other So when you take this all into consideration It turns out that Competitive Splatoon 2 is something that is extremely hard to justify on the system now There's a lot of technical explanations for this And I'll give a full link to the article and all of the graphs that you can run for yourself to verify this information But there's a lot of things that go into Update rates between games, you know from ping and tick rates and network solutions All this stuff a lot of thing peer-to-peer networking is the solution that Splatoon 2 uses And Splatoon uses and it's generally considered a worse way to handle this kind of Issue in FPS you you want as fast an update rate as possible Essentially, you want a 60 Hertz update rate doesn't matter if the game's running at 60 FPS You want the update rate to be 60 Hertz across the platform Because that's gonna allow information to come more accurately in To give you an idea of of what why update rate matters Have you ever played Splatoon 2 or even the original Splatoon and even though you splatted someone like a half second later You also got splatted even though they didn't hit you with anything visibly on screen that's because of a delay in how things are transferred and One bite of information that got through that transfer hit you for twice the amount of damage Even though that person was already splatted on your end and this leads to inaccurate you know combat situations and It's between one it would actually lead to some disconnects because people using faster Fire rate weapons would not up. You know the game would not update fast enough over the network causing you to get disconnected more often and Splatoon 2 Essentially runs at 30% less update rate overall than the original Splatoon 1 In fact on my notes here from his article because it's a lot of technical jargon That's really hard to wrap your mind around he he does go well into depth explaining it So again, I encourage you to check out the article But it says that Splatoon 2 transferred data online 30% slower than the first game To give you an example the original Splatoon ran at 25 Hertz a solid 25 Hertz and Splatoon 2 Ran at 15.75 Hertz and it's notable that even though the original Splatoon ran at 25 Hertz because of how Call of Duty infinite warfare How it dealt with its latency and it's dedicated server solution it actually technically ran worse than Splatoon for transfer rates of data and latency and It comes down to the fact that Splatoon 2 Runs at 15.75 Hertz in comparison that 25 Hertz that's almost a 10 Hertz decrease or you know quite literally 30 percent slower than the first game and That is a massive impact on competitive multiplayer at higher-ranked level when you're trying to make this an e-sport and a lot of this, you know Isn't necessarily as big of an issue in local play right, you know when you're talking about e-sports people are playing locally Through wired connections on the same network and the latency is going to be extremely small I think the latency average on Splatoon 2 is something like a hundred and thirty seven milliseconds or something like that Compared to yeah 137 milliseconds in real-world latency and Splatoon 2 online matches and this is just an average It's not always this it's a lot of times. It's higher a lot of times It's lower and the average for Splatoon 1 was a hundred and thirteen milliseconds So you're adding you know 24 milliseconds of lag into the game and Nintendo advertised at one point That they've considered various ways of dealing with data size and reducing the size of it and the Transmission to the transmission data size has been decreased things is some optimization me connection errors will happen less than in the first Splatoon and Philip It's accurate But based on the breakdown of information like I notice I disconnect from Splatoon 2 less often than I did from the original Splatoon But the differences are actually really really small. It's about a nine point five percent improvement or so on data transfer But it it doesn't actually solve anything because you're still getting the additional lag on top of it So yeah, maybe you're not disconnecting, you know 9.5% less than you did in the first platoon But when you do get to play you are not getting accurate information When it comes to when you're hitting opponents and when they are hitting you There are actually videos out there showing that people are literally behind a wall someone fires a gun and They die even though it appears they never got hit by ink and what happened is they really did You know, it's potential potential that they actually did get hit by ink But they got hit before they went behind the wall, but because of the delay in the data You don't see that on screen and it just really really can affect anyone who's seriously trying to play this game competitive and the reason why this matters for the competitive e-sport community is that a lot of e-sports stuff are played online While there's in event tournaments, your practicing happens online and you can't practice by playing it online if the latency is that bad and honestly This a lot of this can be solved and Nintendo would just use dedicated servers And this is what's really weird that Nintendo is charging for online services, right? But they're still not using dedicated servers In their online experiences, so you're paying To essentially have a peer-to-peer connection I know that you get extra bonuses and discounts and all that stuff But if Nintendo doesn't even have online dedicated servers for their multiplayer Then what why are we paying them to just use our own internet connections to connect to each other? That that's essentially what's happening if they would use dedicated servers here's an example of What could happen like between Manchester UK and London UK the ping would be about 20 milliseconds on a dedicated server So Splatoon 1's real-world latency if they had dedicated servers is about 78 milliseconds while Splatoon 2's would be 103 which is an improvement over the original Splatoon And if the tune to had a real-world latency was 60 Hertz update rate it could hit 57 milliseconds Which would be about a 40% increase Over what the connection speed is right now Again a lot of this is technical jargon and many of you probably are not going to care But Nintendo needs to get on board with the dedicated server issue. They need to increase the refresh rate to 60 They need to focus heavily on Making sure that these these competitive games whether it's this whether it's arms whether you know It's Mario Kart or smash all these games that they start using full on dedicated servers with proper refresh rates Especially once they start charging next year if Nintendo is charging for online They need to have Dedicated servers because if they don't have dedicated servers then you literally are paying for something that is worse than Competitor services when you play for the PlayStation Network or you pay for Xbox live You know their games have dedicated servers for online play So the the just the reason that the claimed reason that they're charging you is to support those dedicated servers and If Nintendo is not even offering you that then even at 20 bucks per year What are you paying for? Nothing You're just giving Nintendo money to give them money They're holding things ransom that don't even need Nintendo To be a middleman to allow to happen. So again Splatoon 2 is 30 percent slower at Transferring data online than the original Splatoon. It's causing some issues in high-end competitive multiplayer And with Nintendo keep insinuating and keep pushing Splatoon 2 as an e-sport They better start getting dedicated servers for this game and all of their future online games current and future online games on switch at some point in 2018 because Yeah Nintendo cannot afford to be behind on something like this to give you an idea Splatoon 2 has a worse Transfer rate than Minecraft Which is a seven-year-old game? It's it's bad. I had the graphs up throughout this. You kind of saw where it is. So Man I love Splatoon 2 folks it is probably next to Breath of the Wild my second favorite Nintendo switch game right now, but Nintendo wants us to be competitive. They got a step up to the plate Anyways folks, I'm Nathaniel Ruffaljantz from Nintendo Prime. If you liked this video, you know what to do And if you disliked the video, well hit that dislike button Otherwise folks, I will catch you in the next one