That sounds like it's actually your routing infrastructure. There is no mechanism for this ping increase in either engine.
WRT this topic - the biggest issue I see with the original posters comments is that his clients are running bad rates, as per usual. 1. command rates of 101 don't necessarily fit into 20KBps. In this instance, you are getting a LARGE volume of data in one go, because you will be recieving almost 50 updates when the frame completes for a response from the lagged player (player(40ms) are diff of ex_interp, plus latency, plus server side processing time ahead of player(450ms), which is about half a second, or 50 udpates!) Depending on the size of the updates you may get alot of choke as the data is updated and pushed to the clients. 2. resolution of the prediction, and interpolation engines causes some percievable 'jumping' as you will recieve real opponent movement about half a second after it happens, this only affects players interacting or watching the high pinger, and they will only notice if ex_interp does not provide enough time for the interpolation engine to fill in the 'banks'. You made yourselves lag! The only issues I have ever seen or suffered during play along long haul routes are higher levels of loss, which is to be expected for UDP traffic, and not overly unusual going through level3 ;-P If you have a player base and server configuration that do not support high latency players (which is a VERY common setup, as described) then you will want to kick high ping kickers. It is your own misconception however that your settings are in any way 'optimised' or 'better', and clearly they cut out a portion of the player base, and certainly make cross-national play significantly more difficult. On 05/05/06, Derek Hyde <[EMAIL PROTECTED]> wrote:
I've actually got to say I've seen both ways....I've got one guy from europe that plays on my server and constantly has a 150-175 ping, but, when I get someone stateside logged in that's over a 150 ping, for some unknown reason everyone's pings jump to over 600 and when I kick the guy with the 150+ everyone drops back down and is fine.... If someone with crappy ping due to crappy connection can't bring everyone else to a crawl, then I'd like to know what does it so I can prevent it in the future. > From: Steve Dawson <[EMAIL PROTECTED]> > Reply-To: <[email protected]> > Date: Thu, 4 May 2006 13:35:11 -0400 > To: <[email protected]> > Subject: RE: [hlds] High Ping Players Lag Server? > > -- > [ Picked text/plain from multipart/alternative ] >> I have never really noticed that pings rise due to that one guy, > > Not saying that pings would raise, just that the server would have to > wait longer to finalize world frame data. > >> it would make all sense that if you cannot keep up with the tick you will >> just skip it, > > It seems to me that if the server just skipped ticks that a high > pinger couldnt keep up with to at the average rate that the rest of > the players could keep up, then the server would end up skipping all > of them. > -- > > _______________________________________________ > 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
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