Humm... thats remind something...


I have make a test, eons ago, in my own engine. We have some special tag
for gibs to "autofade out". The result whas horrible laggy because the
changes where soo often that the engine whas need to send every update
for every gib for everyframe.. ARGGH!!...

Can be much less laggy to change some value  0.5 every 0.5 s than 0.1
every 0.1 s (x10 less laggy).. The server will send every change, at
every frame, soo some smooth visuals can be againts smooth gameplay.
Even 0.3 every 0.3 is x3 less laggy :D

maybe/not


Alfred Reynolds wrote:
Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Thursday, December 04, 2003 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Our biggest message is 9 bytes and its sent once per client
per connect
for the weather system.

It only happens on Internet servers, not LAN or local game. We're
totally stumped, and if this doesn't get fixed, we don't release 2.9.

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Sounds like you are sending too much data (too many
MESSAGE_BEGIN()'s or
too much data in each).


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Wednesday, December 03, 2003 11:09 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Ok, it isn't the temp ent messages. It looks like the temp ents were
just occurring on the map I was testing on, the lag still occurs on
other maps.

I turned on net_graph 2 to check out the net traffic. I started up a
local server and just connected to my own server, I still

had hardcore


lag. I'm not the only one that experienced this either, every
tester for
FA has reported this so far. It only seems to happen on
Internet games,
I've been told it doesn't happen on LAN games. I also know

it doesn't


happen if I run the game by itself (without a server), using
-deathmatch
1 in the command params.

Could it have something to do with the dedicated server
software itself?
We've tried both Steam and WON and we get the same results.

In regards to my net_graph 2 findings, it looks like

there's a pretty


decent size packet (the graph went 3/4 the way up my screen
in 1024x768
res) getting sent every half second on the dot. I also noticed some
other abnormal findings with the lowest graph (the

bluish/orange one).


It would spike twice then be fine for a few seconds, then it'd spike
twice again, then be fine. Since my findings were pretty

systematic I


assume there's gotta be an explanation for this.

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

        { svc_temp_entity, "svc_temp_entity", CL_Parse_TempEntity },  //
23

Its temp ents, y'all have too many.

...




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