Meh, I ping about 30-40 constantly in my server, I had a guy join with 200+
ping, all I noticed out of him was stalling and occasional skipping, I have
never really noticed that pings rise due to that one guy, it would make all
sense that if you cannot keep up with the tick you will just skip it, hence
the pullback or something when your running. I dunno... my opinion on the
matter.
----- Original Message -----
From: "Stuart Stegall" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, May 04, 2006 11:28 AM
Subject: Re: [hlds] High Ping Players Lag Server?


The server does not wait.  This is why higher lag players being to jump
around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?
Steve Dawson wrote:
--
[ 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.
--

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