Steve, you're wrong on thinking how server generates frames... It doesn't wait for everybody to submit the data for several reasons:
- in this case people with higher ping would definitely lag the server and it doesn't matter whether the ping is 100 or 500, any player with ping higher than other would cause lag - every client has own network settings which control the number of updates it sends to server per second and these settings are not always the same as server's tickrate (number of world simulations per second which you referred to as frames) - single packet lost in transit would cause yet bigger lag on the server. >From what you've written I see that you're talking about HL1 engine, but that doesn't differ too much with Source so if you're really curious on how networking works in Valve games, please refer to http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for general description. If you want more information, dig http://forums.steampowered.com/forums - there are quite some comprehensive guides on the topic (but be careful, a lot of speculation can be found there as well)... Regards, Newbie -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dawson Sent: Thursday, May 04, 2006 08:22 PM To: [email protected] Subject: [hlds] High Ping Players Lag Server? -- [ Picked text/plain from multipart/alternative ] OK I have heard high pingers do lag the server by 1 person and the rest said that they dont. When thinking about it for second, what I want to know is how can they not lag the server. Think about this scenario: 10 players all with 30 ping, rate 20000, update and cmd rates of 101, ex_interp .01, server: 200 fps, maxupdate 101, max rate 20000, sv_maxunlag 0.5 On the server, a frame, or a world update, can be be finalized and sent to the players only after it has recieved all player data relating to that frame. Since the server recieves data from all players within 40ms from each player, it can calculate and send that world update immediately after But if there is a player with 300 ping, doesnt the server have to wait to recieve that players packet for it to be able to finalize the world update and send it to the players? up to .5 seconds because of max unlag? Let me give an example: you have 3 players. players a and b have 30 ping, rate 20000, update and cmd rates of 101, ex_interp .01. player c has 350 ping, update and cmd rates of 20, ex_interp .1. Lets say that at a specific point in time, player A shoots at player B's head. The server recieves the update packet for both of those players for that point in time and is able to calculate that player a killed player b. the server is able to determine this 40ms after it happened. But even so, it cant finalize that kill and send it in a world update because what happens if 10 ms before player A shot player B, player C shot player A and killed him? So i figure that the world data must be stored in a timeline and that any givin point on the timeline can only be finalized after all client data for that specific has been recieved, or 500ms has passed because sv_maxunlag is 500ms. Considering all of this, wouldnt it be better to set sv_maxunlag .2 so that world updates would be sent at maximum 200ms after they occured? Please let me hear feedback on my assumptions and let me know how i am wrong or how i am right. Thank you. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

