Hi,
That creates uge problems in case:
- Clients do not have sufficient bandwidth
- Clients do not reach constantly above 66 FPS
Am 14.03.2014 20:19, schrieb The H4x0r:
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 <mailto:[email protected]>
*Sent:* Friday, March 14, 2014 6:59 AM
*To:* [email protected]
<mailto:[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]
<mailto:[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 <mailto:[email protected]>
*Sent:* Wednesday, March 12, 2014 1:27 PM
*To:* [email protected]
<mailto:[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]
<mailto:[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 <mailto:[email protected]>
*Sent:* Wednesday, March 12, 2014 3:15 AM
*To:* [email protected]
<mailto:[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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