Tickrate 64

sv_minrate 128000
sv_maxrate 128000
sv_mincmdrate 64
sv_minupdaterate 64
sv_client_cmdrate_difference 0
sm_cvar sv_client_min_interp_ratio 1
sm_cvar sv_client_max_interp_ratio 1
sv_clockcorrection_msecs 0
sv_maxusrcmdprocessticks 0

problem solved

From: [email protected]
To: [email protected]
Date: Fri, 14 Mar 2014 18:46:10 +0800
Subject: Re: [Csgo_servers] Lag compensation is punishing low-pingers?







  - The lag 
  compensation mechanism rewinds time for players of all ping. It doesn’t 
rewind 
  time by the same amount as players have different ping, so it rewinds time by 
  the ping of each player for each player 
respectively.

Impossible. If what you say is true, what’s the point of 
letting users set their own lerp?




From: Netshroud 
Sent: Friday, March 14, 2014 6:59 AM
To: [email protected] 

Subject: Re: [Csgo_servers] Lag compensation is punishing 
low-pingers?
 

You’ve got the wrong end of the stick again. The lag compensation mechanism 
rewinds time for players of all ping. It doesn’t rewind time by the same amount 
as players have different ping, so it rewinds time by the ping of each player 
for each player respectively.
 
It isn’t in favour of anyone, because if that player had a lower ping then 
you would have been dead at the same server time, but known it at an earlier 
real time. The system is just.
 

On 14 Mar 2014, at 12:27 am, Jermin Hu <[email protected]> wrote:

  
  
  
  
    - The lag 
    compensation mechanism rewinds time for players of all ping so that what 
    they see on their screen is what they’re interacting 
  with
  After some ratiocination, I have to say what you say is wrong. 
   
  If both clients are rewound by 100 ms. Then the server’s game world is 
  also rewound by 100 ms than the real server time. This is eventually same 
with 
  the situation without rewind. The player who has a high latency when rewind 
is 
  disabled would also has a high latency when rewind is enabled. The game world 
  is just delayed for 100ms. Everything is happening as it originally 
  should.
   
  Further more, I have never seen an official document from Valve stating 
  that all players connected to a server are rewound by the same amount of 
  time.
   
  In conclusion, lag compensation is in favor of high ping players. 
   
  Regards,
   
  
  
  
   
  
  
   
  
  From: Netshroud 
  Sent: Wednesday, March 12, 2014 1:27 PM
  To: [email protected] 
  
  Subject: Re: [Csgo_servers] Lag compensation is punishing 
  low-pingers?
   
  
  
  In 
    the lag compensation mechanism, the high-ping players dictates the game 
    world, not the low-ping players.

  Actually, the server controls the game mode. The lag compensation 
  mechanism rewinds time for players of all ping so that what they see on their 
  screen is what they’re interacting with. When you shoot a player, even if you 
  have 5ms lag time, the server goes and rewrites history so that what you 
shoot 
  is what you were aiming at. When a player with 300ms lag does the same thing, 
  the server rewrites history (just more history) too.
   
  There’s no advantage or disadvantage to be had depending on your ping - 
  in fact without lag compensation, players with high ping would be severely 
  disadvantaged. What’s happening with lag compensation is not that you were 
  sentenced to death 100ms ago, but rather you were running for 100ms based on 
a 
  prediction that turned out to be false - the prediction that nobody killed 
you 
  in that time. Your death is retroactive.
   
  
  On 12 Mar 2014, at 8:54 am, Jermin Hu <[email protected]> wrote:
  
    
    
    
    Of course low pingers have a disadvantage. In the lag compensation 
    mechanism, the high-ping players dictates the game world, not the low-ping 
    players. That’s why my opponent only need to focus on what’s happening the 
    screen. If he hits me on his screen, the server would think he hit me.
     
    My game world doesn’t have the final say, because if it is, I shouldn’t 
    die after I run behind the crate.
     
     
    Let’s say the server time now is 100 (unit: ms). Let’s assume itt takes 
    no time for server to process the received packets. That means when the 
    server receives a packet, it can immediately send out the packet containing 
    the processed game world to both players. And both players’ game client can 
    render the received packet right away.
     
    My ping is 5 and my opponent’s is 45. At 100 the server sends out a 
    processed packet, where I have been running from south to north for 10 ms 
    and my opponent is aiming at me. At 145, my opponent receives the package, 
    his game client uses the packet containing data of what I was doing at 95 
to 
    interpolate (predict) where I should be rendered on his screen at 145.
     
    If I suddenly stopped and started running reversely at 96, his client 
    is unable to correctly predict it, because the packet he received only 
    contains what I was doing at 95 (100-5). His client still thinks that I am 
    running to north. After he hit me on his screen, his client sends the 
packet 
    containing this information to the server. It arrives at 190, and the 
server 
    processes and conforms the kill. Then it takes another 5 for the processed 
    packet to reach my computer. At this time (195), I actually have been 
    running south for 99 ms. But in the packet the server sent to me, I am 
    already dead. That is I have been sentenced to death 100 ms ago. The 
running 
    I have been doing for 100 ms is in vain.
     
    What a big error! Keep in mind this doesn’t include server processing 
    time and client rendering time yet. And 45 is really not a high ping in my 
    server.
     
    This is what really happened when I get killed after I run behind the 
    crate.
     
    If low pingers have the final say, it would be the high pingers who 
    suffer this frustration.
     
     
     
    P.S. I have tried turning off sv_unlag. It turned out to be a bigger 
    mess. Players can hardly hit each other when moving.
     
    P.P.S. About the calculation of the theoretical max ping. We all know 
    light can travels around the earth 7.5 times in one second. That means 
every 
    round takes about 1/7.5 = 0.1333 seconds = 133.3 ms. The ping shown in 
    net_graph too is round trip delay. That’s the time taken by a packet to 
    travels to the target computer and back.
     
     
     
     
     
     
    Best regards,
    
    
    
     
    
    
     
    
    From: Moritz 
    Sent: Wednesday, March 12, 2014 3:15 AM
    To: [email protected] 
    
    Subject: Re: [Csgo_servers] Lag compensation is punishing 
    low-pingers?
     
    Hey,

you're 
    always stating that you have a disadvantage. It is not a disadvantage since 
    your enemy has (like you) no control how you are seen on his the screen, 
and 
    no control how he is seen on your screen. 
Also, saying you have a 
    disadvantage implies that he has an advantage, witch is false. He has the 
    same window of time than you when anyone peeks, which is what I would 
    consider fair. 


"I think that as a person who provides 
    (high-quality) servers for the community for free, I shouldn’t receive an 
    disadvantage when playing in my own server."
Let's exaggerate that: "On 
    my own server I should be allowed to cheat, since there could be chaters 
    that could have an advantage". 
I'm wondering why should you (or anyone) 
    should have any advantage on your server? In a fair game, no one has 
    an advantage. 

Now, I can just repeat what I just said: Since nobody 
    has an advantage (It isn't easier for the high-ping-player to hit you!) you 
    don't have any disadvantage. 

If you really want to fix this, use 
    sv_unlag, but please notify players about this behavior, because it 
directly 
    affects gameplay. 
If you think: "People that are closer to the 
    Datacenter should be harder to hit" then you can enable this. 

I 
    still advice against it.

Best regards, 


     
    
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