On other news:

http://forums.steampowered.com/forums/showthread.php?t=3129310

http://www.youtube.com/watch?v=qBXQwmazf-o

so any plugin to kill this? 



>________________________________
> From: dan <[email protected]>
>To: Half-Life dedicated Linux server mailing list 
><[email protected]> 
>Sent: Tuesday, 28 May 2013, 13:56
>Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> 
>
>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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