This is a little bit old, but I have noticed in the past that when you 
record a demo in HL it records what the client sees, without any lag 
compensation or prediction.  So if, for example, your client update rate 
is set very low, or the server's update rate is set very low, the demo 
will look like a slide show.  The only way to record a smooth demo as 
far as I can see is with a fairly high update rate.

Drek

Baldur Karlsson wrote:
> 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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