On 28/05/2013 02:44, D Bauhmz wrote:
I thought about making an entirely new post but we'll see how much
attention it gets in this one first.
We've also been experiencing some other behavior that I've just noticed in
the past few months. It's player warping. When you watch them after you're
dead they seem to skip several flames and teleporter from one location to
the next. I'd expect that this player was lagging but when checking their
ping they are just fine. I know I've seen a few others report this here on
the list too.
If it's every player it's likely some issue with the server or its
connection (or your own client & connection you're using to observe)
It's just one or two players, it's more likely some issue with those
players client or connection. One that perhaps ping doesn't indicate.
I always assumed the odd person warping, when others are fine, was
either packet loss or their client has rate set low (which
now Valve have set the default to 30000 for everyone is perhaps less
likely to happen)
Presumably you can use sv_minrate to fix it for them if you don't
already do that.
But, throughout the time TF2 has been released (i.e not recently, but
years ago) I've had occasions when my rate was lowered somehow, without
me changing it. The subsequent experience is awful until you discover
the cause. I've helped a few people who have been complaining of
"performance problems" with TF2 (i.e they've been trying to lower
graphics settings and so on) where it has been the same issue.
I'm sure a tiny %age deliberately stymie their connections too in an
attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
see people who have a great ping and then every time they are hit, it
leaps higher and then drops after. I recall a similar experience when I
was healing a pyro and every time someone attacked him, he would lag and
the heal would drop. Was that a lag switch or something? Perhaps a bad
connection has the same symptoms, triggered by more data being sent when
more things are happening. Either way, the net effect is the same he
gets an edge by having a bad connection whether deliberately or not.
I'm reasonably convinced that, from time to time the client can get out
of synch with the server in some way. In the sense that the netcode is
supposed to mean a hit on your screen is a hit when the server gets the
packets from everyone, figures out where everyone was and so on.
Most of the time I can reasonably accept that's the case (except for
backstabs and melee). Sometimes I'm convinced nades / rockets that hit
the player on your screen aren't being registered as hits whilst shots
that miss, perhaps only by a bit, turn out to be hits (with nades, of
course, this is more noticeable than rockets because rockets are
supposed to hit when you miss - and valve's tiny red writing for how
much damage you did is too small for me to read - and I can't push my
nose into the screen these days)
It could just be that I'm incredibly inconsistent from one round to the
next, but sometimes I join a server and every nade I throw seems to
miss, bar people standing still or from the secondary explosion, but
switch to another server and I'm hitting everything that moves.
The other thing I note too is, often times getting hit behind the wall
after I've run behind cover, but with a far bigger latency than
"netcode" seems to make sense to explain it. e.g me and the client that
killed me have sub 20ms pings, but I die half a second or more after
going behind cover.
Perhaps any or all of the above can just be simply explained by packets
getting lost and other transient connection issues?
--
Dan
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