Going into even just how we believe lag compensation to work (and it
might not be that complex or that simple because we don't know) will
take about 15 pages of text.  So you'll have to forgive me to not go
into it.  Check out the steamforums and the CS forums both have some
people's surmations on how it works.  Also note that the hlds and srcds
engines work VERY differently.

Steve Dawson wrote:
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I honestly don't know, why else would i be asking the question?

So what your saying is, if person A (450ms) shoots at Person B (30ms)  10
ms  before Person B shoots at Person A (30ms), and both shots were accurate,
then first person C dies then person B dies.

Or more importantly, lets say person A (450ms) and Person B (30ms)  both see
eachother and shoot at eachother at the same time.

Time X:  Person A has a shoots Person B with an awp and sends that
information to the server.
Time X + 10ms:  Person B shoots person A with an awp and sends that
information to the server.

The server gets the player information for player A at (Time X + 450ms)
The server gets the player information for player B at (Time X + 30ms)

Player A shot first but the server recieves player B's data almost a half a
second before recieving player A's data.   Who dies?

If what your saying is true then where is the so called lag compensation
that hlds is supposed to perform?
This would give a huge advantage to players with lower pings if the server
didnt wait for all players packet data before calculating a frame wouldnt
it?


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?

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