I am really shocked about this massive performance difference. I read
about this nowhere else, I had no idea this would happen. I am only
very thankful that I didn't bother upgrading to OB sdk. Does anyone
know if/when these performance issues will be resolved????????

On Thu, Apr 24, 2008 at 5:00 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Here are the ones for sdkplayer:
>  note that when the sdk gets updated these will change again, but this should
>  get you started for now - you can make the same changes to hl2mp_player as
>  necessary.
>
>  sdk_player.cpp:
>  -----------------------
>
>  
> //-----------------------------------------------------------------------------
>  // Purpose: Filters updates to a variable so that only non-local players see
>  // the changes.  This is so we can send a low-res origin to non-local
>  players
>  // while sending a hi-res one to the local player.
>  // Input  : *pVarData -
>  //            *pOut -
>  //            objectID -
>  
> //-----------------------------------------------------------------------------
>
>  void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void
>  *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int
>  objectID )
>  {
>     pRecipients->SetAllRecipients();
>     pRecipients->ClearRecipient( objectID - 1 );
>     return ( void * )pVarData;
>  }
>  REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
>
>  BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )
>     SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
>     // send a hi-res origin to the local player for use in prediction
>     SendPropVector    (SENDINFO(m_vecOrigin), -1,
>  SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
>
>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
>  SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
>  //    SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
>  SPROP_CHANGES_OFTEN ),
>  END_SEND_TABLE()
>
>  BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKNonLocalPlayerExclusive )
>     // send a lo-res origin to other players
>     SendPropVector    (SENDINFO(m_vecOrigin), -1,
>  SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT,
>  SendProxy_Origin ),
>
>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
>  SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
>     SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
>  SPROP_CHANGES_OFTEN ),
>  END_SEND_TABLE()
>
>
>  // main table
>  IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )
>     SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
>     SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
>     SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
>     SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
>     SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
>     SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
>
>     // playeranimstate and clientside animation takes care of these on the
>  client
>     SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
>     SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
>
>     // Data that only gets sent to the local player.
>     SendPropDataTable( "sdklocaldata", 0,
>  &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive),
>  SendProxy_SendLocalDataTable ),
>     // Data that gets sent to all other players
>     SendPropDataTable( "sdknonlocaldata", 0,
>  &REFERENCE_SEND_TABLE(DT_SDKNonLocalPlayerExclusive),
>  SendProxy_SendNonLocalDataTable ),
>
>     SendPropEHandle( SENDINFO( m_hRagdoll ) ),
>
>     SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1,
>  SPROP_UNSIGNED ),
>
>     SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ),
>
>  END_SEND_TABLE()
>
>  c_sdk_player.cpp:
>  --------------------------
>  BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
>     RecvPropInt( RECVINFO( m_iShotsFired ) ),
>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
>  //    RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
>  END_RECV_TABLE()
>
>  BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKNonLocalPlayerExclusive )
>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
>     RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
>  END_RECV_TABLE()
>
>  // main table
>  IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
>     RecvPropDataTable( "sdklocaldata", 0, 0,
>  &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
>     RecvPropDataTable( "sdknonlocaldata", 0, 0,
>  &REFERENCE_RECV_TABLE(DT_SDKNonLocalPlayerExclusive) ),
>
>     RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
>
>     RecvPropInt( RECVINFO( m_iPlayerState ) ),
>
>     RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ),
>  END_RECV_TABLE()
>
>
>
>
>
>  On Thu, Apr 24, 2008 at 5:41 PM, Janek <[EMAIL PROTECTED]> wrote:
>
>  > Tony, you could maybe post what is missing in those tables. :-D
>  >
>  > 2008/4/24 Janek <[EMAIL PROTECTED]>:
>  >
>  > > I was also thinking on a prediction error reading an other thread
>  > speaking
>  > > about that. Thank you for the information Tony.
>  > > Sad fix is not published yet.
>  > >
>  > > 2008/4/24 Tony omega Sergi <[EMAIL PROTECTED]>:
>  > >
>  > >> If you're referring to player movement being laggy and prediction going
>  > >> out,
>  > >>
>  > >> it's because in the released source right now the network tables aren't
>  > >> setup correctly for hl2mp or the scratch sdk.
>  > >> They're missing the new nonlocal data table, and local data overrides
>  > >> which
>  > >> setup the network origin for multiplayer using optimized values. - full
>  > >> precision is sent to the local client, and every other player gets an
>  > >> optimized version that isn't as precise ( interp on the client
>  > eliminates
>  > >> it
>  > >> visually ).
>  > >>
>  > >> Whenever we get the SDK update again, that issue will be fixed properly.
>  > >> I've corrected it, but no ETA.
>  > >> -Tony
>  > >>
>  > >> On Thu, Apr 24, 2008 at 5:01 AM, Tom Leighton <
>  > >> [EMAIL PROTECTED]>
>  > >> wrote:
>  > >>
>  > >> > There is a "Stuttering" problem with it (Affects movement). It seems
>  > to
>  > >> > lag with this.
>  > >> >
>  > >> > Janek wrote:
>  > >> > > Yeah, I saw this message but I don't have "NVIDIA Forceware Network
>  > >> > Access
>  > >> > > Manager" installed so I don't had to uninstall it. The problem is
>  > very
>  > >> > > different. I really think HL2MP under "OB engine" is haing serious
>  > >> > > performance problem.
>  > >> > >
>  > >> > > [EMAIL PROTECTED]
>  > >> > >
>  > >> > > 2008/4/24 Tom Edwards <[EMAIL PROTECTED]>:
>  > >> > >
>  > >> > >
>  > >> > >> Somebody with very similar problems fixed them by uninstalling the
>  > >> > >> nVidia Firewall only a few hours ago. Do you have it?
>  > >> > >>
>  > >> > >> Janek wrote:
>  > >> > >>
>  > >> > >>> Hi,
>  > >> > >>>
>  > >> > >>> I just finished porting my mod from "ep1 engine" to "OB engine". I
>  > >> > >>>
>  > >> > >> wanted to
>  > >> > >>
>  > >> > >>> post a quick feedback about performances I had under "ep1 engine"
>  > >> and
>  > >> > >>>
>  > >> > >> "OB
>  > >> > >>
>  > >> > >>> engine". My mod is based on HL2MP SDK.
>  > >> > >>>
>  > >> > >>> It is clear that performance under new engine are very bad from
>  > what
>  > >> I
>  > >> > >>>
>  > >> > >> see:
>  > >> > >>
>  > >> > >>> - movement are jittery
>  > >> > >>> - fps drops down
>  > >> > >>> Even if I set all settings to lowest level nothing is flawless.
>  > >> > >>>
>  > >> > >>> To ensure it is not due to a bad porting of my mod, I did the same
>  > >> > test
>  > >> > >>> between a fresh HL2MP SDK (from Valve) using "ep1 engine" and the
>  > >> one
>  > >> > >>>
>  > >> > >> using
>  > >> > >>
>  > >> > >>> "OB engine". I experienced exactly the same performance problem.
>  > >> > >>>
>  > >> > >>> Do you experienced the same problem ?
>  > >> > >>>
>  > >> > >>> What can explain such a big difference ?
>  > >> > >>>
>  > >> > >>>
>  > >> > >>>
>  > >> > >> _______________________________________________
>  > >> > >> To unsubscribe, edit your list preferences, or view the list
>  > >> archives,
>  > >> > >> please visit:
>  > >> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  > >> > >>
>  > >> > >>
>  > >> > >>
>  > >> > >
>  > >> > >
>  > >> > >
>  > >> >
>  > >> >
>  > >> > _______________________________________________
>  > >> > To unsubscribe, edit your list preferences, or view the list archives,
>  > >> > please visit:
>  > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  > >> >
>  > >> >
>  > >>
>  > >>
>  > >> --
>  > >> -Tony
>  > >> _______________________________________________
>  > >> To unsubscribe, edit your list preferences, or view the list archives,
>  > >> please visit:
>  > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  > >>
>  > >>
>  > >
>  > >
>  > > --
>  > > -------------------
>  > > [EMAIL PROTECTED]
>  >
>  >
>  >
>  >
>  > --
>  > -------------------
>  > [EMAIL PROTECTED]
>  > _______________________________________________
>  > To unsubscribe, edit your list preferences, or view the list archives,
>  > please visit:
>  > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  >
>  >
>
>
>  --
>
>
> -Tony
>  _______________________________________________
>  To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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