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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