"Extra" load on servers would imply a 100 ping player and a 500 ping player require different amounts of processing. The 2 obvious places this could potentially occur in Source are the think/movement calculations on each packet and rewinding players in prediction for the shot calculations. The former *might* be an issue if Source calculates and runs every individual command packet and accumulates them between tick frames. However that'd not be any more or less packets to calculate for someone with a higher ping, it would just mean their commands arrive later. If there's a lot of choke or backup in deliveries then it might be a case of they all arrive and are processed at one time. That all boils down to the individual engines' handling of packets, worst case would also be if an engine waited on and demanded synchronized packet order which could throw a spanner in the works on a dodgey connection, and that is really dependent on the networking model the developers chose.
I'm sure you already know all that, so just confirming that there's a lot of different things that could potentially cause high pings to upset a game server. However if it's a consistent connection most people will just be complaining because prediction isn't perfect and extrapolation on high latency players will be more prone cause noticeable divergences from actual data from time to time. On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki <marek.sierad...@gmail.com>wrote: > HL1 is ancient. > > _______________________________________________ > 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