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Hey I agree with you James.
 My stupidity allowed me to get sucked in to Claytons baiting tactics.

 On 7/25/05, James Tucker <[EMAIL PROTECTED]> wrote:
>
> [rant]
> My god, two days after a message - how pathetic.
>
> Yes, client interpolation DOES have to do with netcode, and here is
> the REASON that neither of you seem to have the decency to produce for
> each other.
> [/rant]
>
> Interpolation does several things which effect netcode, these will be
> summarised here:
> - Sets the data drop time for incoming packets. - derived
> - Sets the data collision resolution time. - derived
> - Sets time to extrapolation on the client. -derived
> - Sets minimum time to client view regulation. -derived
> - Sets delay on gameworld data rendering.
> - Generates intermediary data using _known_ data, _if_available_.
>
> What it does not do:
> - change packetrates
> - alter the rate of incoming data from other clients
> - "generate" new data for clients with low packetrates
>
> When you see another client lagging, most peoples reaction seems to be
> a kick. If you turn up your cl_interp value, your client will have
> more time to wait until the next update arrives for the "laggy"
> player. At 30 packets per second you would get away (on an ideal
> network) with cl_interp 0.033. If a client is only capable of sending
> 10 packets per second however you will need cl_interp 0.1, again on an
> ideal network. Data rates can also be important, particularly on slow
> speed connections - latency for packets is one thing, but they take
> time to transmit as well, and the larger they are...
>
> Remember your time frames too. Client A with 100ms of latency plays
> game data on defaults, 100ms of interpolation and a packetrate of 20
> packets per second. Client B has 'optimised' and is running with a
> client packetrate of 60 packets per second and 40ms of interpolation
> with a latency of 30ms. Client A attacks B and the packet arrives at
> the server 100ms later (neglecting to take into account the potential
> 50ms wait until the next packet is due for sending). The server rolls
> back 200ms and generates data. The server is trying to send 60 packets
> per second, the next packet will be sent within 16ms. Client B
> receives the update at 230ms to 296ms. Clearly this is well outside of
> client B's interpolation time, and is not a 'problem' with the
> 'netcode' settings but will give that appearance on the client.
>
> I have come to the conclusion that SRCDS is not affected with it's
> latency compensation by false pings generated through improper rate
> settings. I am not sure about HLDS. I have not built any system to
> test this however, but am merely aware that the scoreboard ping is not
> what is examined by high ping kicker tools.
>
> No, interpolation does not directly change the netcode, it is
> calculated on the server to regulate client view to server view - and
> in this regard it is significant in netcode also as it is responsible
> for the variables of the system stated above. There is no reason to
> deny it's significance in this discussion as proper cl_interp values
> can be used to compensate all clients for poor network performance -
> this is entirely what it was designed for. If client variables are
> mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
> the functionality of the systems which they effect.
>
> Sorry if I missed anything, but hopefully this will get the discussion
> back on to something that matters, and exists.
>
>
> On 7/25/05, Whisper <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> [snip-unnecessary-crap]
> >
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
> >
> > > The lag compensation system keeps a history of all recent player
> > > positions for a time span of about one second (can be changed with
> > > sv_maxunlag). If a user command is executed, the server estimates at
> what
> > > time the command was created. This command execution time is
> calculated as
> > > followed:
> > >
> > > *Command Execution Time* = Current Server Time - Client Latency -
> *Client View Interpolation*
> > >
> > > Then the server moves all other players back to where they were at the
> > > command execution time. The user command is executed and the hit is
> detected
> > > correctly. After the user command has been processed, the players are
> moved
> > > back to their original position. On a listen server you can enable
> sv_showimpacts
> > > 1 to see the different server and client hitboxes:
> > >
> > Since the server is the final arbiter of what happen excluding Cheats or
> > Client Side exploits, it is quite clear from that explanation, the
> server
> > takes into consideration the clients interpolation.
> > This means each and every clients interpolation settings has an effect
> on
> > when the server decides an action takes place and is a core component of
> the
> > of the Source netcode.
>
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