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

Reply via email to