I posted about this issue on the steam forums but other than a few 
replies of people experiencing the same problem, no-one seemed to have 
any ideas. I'm posting here in the hopes that someone will know a 
workaround or a solution that I can use. I'm sadly not very 
knowledgeable in this area so I'm willing to try anything pretty much.

I've been noticing in demo playback for a while a very slight stuttering 
and hiccups in motion, mostly when I'm moving in a straight line and not 
looking around. It's only noticable in demo playback though, everything 
seems fine during gameplay which is quite infuriating.

I spent a while yesterday evening trying to track it down, and I think I 
might have at least found the cause.

If I set a server (I have a srcds running on linux) to have net_fakeloss 
50 and net_fakejitter 50, then while playing I see barely any effects of 
the loss - at least while playing on my own - but when playing back the 
demo there's extreme stuttering.

I'm no expert at any of this, but if I had to guess it seems like the 
lag compensation isn't being applied properly while in demo playback. At 
least whatever is the cause it definitely seems like the demo playback 
should be almost exactly the same as what I see in game - barring random 
events like ragdolls. It certainly shouldn't be so visibly "laggy" when 
the actual game play is fine.

Is there any known solution to this? is there any way to force the demo 
to record more precisely what I'm seeing in game, because it seems weird 
that the client is able to play smoothly while in the game, but not in 
the demo playback. I'd hope there'd be some way to even brute-force 
cause the demo to record every frame so that whatever is smoothing the 
in-game play can be captured in the demo.

I can try pretty much anything because I have full control over my srcds 
installation. Throw your ideas out if you have them!

I've uploaded to youtube a video of both 
<http://www.youtube.com/watch?v=yyhxd7CnkEI&fmt=22> FRAPS'd ingame 
footage and FRAPS'd demo footage of the same thing, to hopefully show 
the problem. If you do the same as I did above to fake packet loss you 
should be able to see it yourself. The video is here: 
http://www.youtube.com/watch?v=yyhxd7CnkEI&fmt=22

If anyone wants I can upload demos either with this faked loss, or just 
with noticable problems under normal circumstances. This is really 
bugging me because it makes demos almost unusable, so I'm looking for 
any solution I can.

The only thing that makes me wonder is that I've tried using netcat and 
an ssh tunnel to connect direct to the server and the issue still seems 
to be present, so I'm still not quite sure what to do. I've also noticed 
this problem present in TF2 and L4D as well, so it seems like it might 
be something general to source instead of something game-specific.

Thanks

Baldur

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