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:
> >
> >
>
>
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