The latency have risen from 1.0 to 1.6.. (Yes, I know this should be css).
I runned a very popular 1.1c server. Back then the ingame latency was more or less the same as if you used a normal ping. Hit recognition was really good too. But somewhere in between there was some changes that made the ingame latency go up. Either there was a problem with the old netcode or valve just decided to "even out" the differences. I would really like to see a revival of the netcode from early 1.x in 1.6. At least test it to see if there hitrecognitions gets better. The lag compensation should be a thing in the past, noone (almost) is playing with a modem anymore. And most of the users dont play on servers where the latency is too high. If ingame latency gets over somewhere 50-60 ms, they will move to an other server. Another way, that have been requested before, is a pro edition. Where all the time consuming things will be removed. Both for server and client.It really would be fun to see how such a version would operate. /Bjorn On Sat, 30 Sep 2006, Midnight wrote: > I didn't see any explination of how to fix the netcode, or even what it > should do differently. All this guy is doing is pointing out some > problems that are inherient in games played over the internet. The > problem is, there is no fix. Latency is not going away, ever. With > latency in the picture, all you can do is find ways to optimize around > it, which is what is currently done with the netcode. If that guy is so > smart he should at least provide a description of how the new netcode > should work. > > Rónai György wrote: > > >[ Converted text/html to text/plain ] > >I dont think that fixing the netcode is just that simple. > >Its something naturally, like if you would say stop the wind blowing. > >If you play on the internet, there will be always a latency, and an amount of > >lag, wich must be corrected somehow. The server collects infos from the > >players, calculates the new world frame, and then sends it back to the users, > >in updates. All the steps of this needs time, and this time is latency, that > >must be corrected. Since all net-connections are different, there must be a > >buffer, to collect, correct, and then display changes. Therefore, a perfect > >hitreg will never be, with this system. > >Of course, they could make client side hitreg, where if you someone, the hit > >info sent by your client to the server, that it must be a hit. But it would > >make impossible, to filter out cheaters, since anyone could send false hitreg > >updates, with a cheat, or even if there is a client side anticheat, from a > >3rd > >computer. > >This is not just a problem, where we can say, that 'Valve fix it asap!'. Try > >explain them how... > >Locutus > >Michael McKoy írta: > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

