This just coming from a non-developer, so please forgive me if my
reasoning is incorrect..
Would it not be a 'fix' for these problems to make interpolation and lag
compensation settings etc directly dependent on (engine and network)
latency? So as opposed to clients setting part of these values
themselves, make the clients engine check the ping to the server and
base it's lag compensation on the value returned. Then an x amount of
ticks later, the client could do another check and re-set the cvars.
That way your lag compensation is dependent on the actual network lag,
which in my reasoning would lead to an optimal functionality.
Again.. No idea if this is even possible, so if it isn't please just
ignore me. Just an idea.
---
Regime

Steven Hartland wrote:
kama wrote:
But still the ingame latency was more or less equal to
the icmpping to the server. now its 3-4 times the icmp
ping and I still have the same icmp ping to the servers
as I did 5-6 years ago.

Are you saying in game ping should equal icmp ping? If so
then thats definitely not the case. If this has changed
then its because its been corrected from a pure network
latency to a real game latency.

Games that measure in game ping as just network latency
are just kidding the user it should be:
Network latency + engine overhead

This will always be different to the value achieved by
measuring simple network latency.

   Steve


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