At 01:00 AM 7/14/2005 -0700, you wrote:
>Dan look over this....
>http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>Then give a rethink of some of what you said....
Heck, I'm suprised I came so close on some of these
assumptions I made, and thanks for the pointer. I was basing
most of my logic on the old classic engine, and it's been
about 4 years since I've investigated its behavior.
However, I don't see where gaming the prediction and
interpolation by cutting client-sent updates wouldn't throw
off the results. Whether the engine would react by going more
or less in favor of one client in this case is not mentioned, nor
would I expect fine details of the server's logic.
What has me more curious is where it states the Source
engine does entity interpolation with a 100ms delay. I don't think
I can get to my upstream tier 2 provider in under 100ms, let
alone to a server, so right away interpolation is suspect.
That explains a lot of the oddities I see in-game, actually.
It's not the overall rate that's a problem -- I rarely see more
than 64Kbit/s inbound from most servers, it's the latency.
I'll have to experiment some, as we've a number of international
players on our servers with pings in the 120-200ms range
trying to take on 30ms players. Improving things such that
interpolation remains accurate would be a good thing for them.
- Dan
* Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings? There ain't no vikings here. Just us honest farmers. *
* The town was burning, the villagers were dead. They didn't need *
* those sheep anyway. That's our story and we're sticking to it. *
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