In reply to that Valve Developer link posted early in this thread:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

I found the information an incredible read from a players point of
view. Is there a similar page somewhere for CS 1.6? I'm curious is 1.6
works the same way as far as the client updaterate/cmdrate and the
server ticrate. I've always been at odds about what actually happens
when setting such variables...


On Thu, 14 Jul 2005 23:55:48, Dan Sorenson <[EMAIL PROTECTED]> wrote:
> 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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