The only thing I would consider with a high pinging player would be spikes severe enough to cause a full client update to that player, which might fail and call another full client update. It is unreasonable to think this would happen though, but its the only thing I can think of. Other than that, I would go with the fact that a player with 250 ping looks laggy to players with 50 ping.
On Tue, Oct 13, 2009 at 7:46 AM, Andrew Ritchie <gotta...@gmail.com> wrote: > "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 > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders