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High Pingers Lag Server Discussion.

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(@black-racoon)
Member Admin
Joined: 16 years ago
Posts: 2007
Topic starter  

Ok there are three links here which are quite interesting Im curious to find the exact answer. FInd evidence or explain your ansswer rather then an uneducatd plain yes or no which doesn’t help if tahts all you type.

Three links

[url] http://community.enemyterritory.com/for … server+lag[/url]
[url] http://community.enemyterritory.com/for … ping+limit[/url]

Kind Regards, BR


   
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(@Anonymous)
New Member Guest
Joined: 1 second ago
Posts: 0
 

i only see two links as opposed to threee you said…


   
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(@kabal)
Honorable Member
Joined: 16 years ago
Posts: 417
 

Did you hear the one about the 75 year old Swedish woman with the worldโ€™s fastest internet connection?

Sigbritt Lรถthbergโ€™s home has been supplied with a blistering 40 Gigabits per second connection, many thousands of times faster than the average residential link and the first time ever that a home user has experienced such a high speed.

now that’s what u need a 40GB connect! then we suffer No lag, But in my opinion the higher the ping the more data that HAS to be sent for bullet calculation’s enemy movement drawing ect… and you have what you (think) is a dedicated 100Mbit server connection.It needs to be speed tested imo, As i don’t think your server Truly has 100Mbit or it would not struggle when the load is high(full server).



jsony@windowslive.com said:
your a drunken idiot
[/center:2w2ohdo5]


   
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(@joker)
Noble Member
Joined: 16 years ago
Posts: 910
 

I only lag on oz server. Its not my computer or my settings or my internet. I dont lag on ga even when its full server and i even lag less when im on an american server


   
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(@matilda)
Reputable Member
Joined: 16 years ago
Posts: 465
 

well done, br, for raising this important issue.

Stat, buttcheekz and I were only discussing it two nights ago in the chat window! ๐Ÿ˜›

I gave them the exact same links that you posted above and, even though they refer to ETQW, I’m sure the same communications protocol is used by ET.

And the answer, according to the Splash Damage programmer, is NO – a high pinger does not lag the server.

I tend to believe the people who wrote the code for the game. ๐Ÿ˜ˆ


   
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(@black-racoon)
Member Admin
Joined: 16 years ago
Posts: 2007
Topic starter  

IT doesn’t require more of any resource when high pingers connect except for the client. THe client only sends his informatoin to the server if its not received then nothing happens and no other lcients get an jupdate on his location change of weps ect.. However, when it is received teh server sends that back out to all the other clients updating them on the info sent form the client. Ther is never really more work for the server. SO that is why Im saying hihg pingers don’t affet the server only the client (the lagger).

ALso there must be a problem somewhere for it too be lagging for some people. Althouhh I and a others may get no lag obviosly some people are so I am determined to try and find it. Can peopl that do lag take a demo and upload it directly to the forum. I have allowed the file extension fo hte dmeo.


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
 

I don’t understand why high pingers play on etpub. You can’t hit anything

half your skill is in your config


   
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(@kabal)
Honorable Member
Joined: 16 years ago
Posts: 417
 

I only lag on oz server. Its not my computer or my settings or my internet. I dont lag on ga even when its full server and i even lag less when im on an american server

this is precisely it! when the server is FULL there is NOT enough bandwidth to be shared around! those with good connects will suffer a little less as they will pull as much bandwidth as it can get.there was some dude on this morning called —– Stinger, and his comment was “i can actually play without lag with only a few people playing” (not an Exact quote) and well as we all know American’s have Uber net over there so plenty of bandwidth to dish out even to us Aussies/NZ’ers

Gamers often refer to latency by the term ping, which measures round-trip network communication delays (by the use of ICMP packets). For example, a player on a DSL connection with a 50 ms “ping” will be able to react faster to game events than a modem user with 350 ms average latency. Another popular complaint is packet loss and choke, which can render a player unable to “register” their actions with the server. In first-person shooters, this problem usually manifests itself in the problem of bullets appearing to hit the enemy, but the enemy taking no damage. Note that the player’s connection is not the only factor; the entire network path to the server is relevant, and some servers are slower than others. While latency is frequently complained about, many players believe a lack of finesse and decent tactics is more damaging than a slow connection in most games. Major and frequent variations in latency, however, can be another story; these can make it very difficult to properly play the game.



jsony@windowslive.com said:
your a drunken idiot
[/center:2w2ohdo5]


   
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(@black-racoon)
Member Admin
Joined: 16 years ago
Posts: 2007
Topic starter  

Is thier like a stress test we are able to do remotely to the server we are playing on?? but im thinking it won’t work as the only ports that wil be unblokced is those that are being played on with other game server…


   
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(@death_reincarnated)
Prominent Member
Joined: 16 years ago
Posts: 827
 

The server allocates specific ammounts of total bandwidth which is shared between the clients in both up/down stream. The client with the higher latency (i.e ping) will usually, from the servers perspective, omit some data when the server sends out packets of information to every client. The speed of the packet information is fast but what players with low ping find is that players with high ping move in an abnormal manner. This is caused by the clients low speed of being able to send and receive information from server…i.e. the server only sends out snapshots of the players (with higher ping) to every client. This does not lag the server at all since the client cannot share his/her information fast enough with the server nor can it receive information fast enough, therefore the server only sends out information when it receives it.

What can lag the server however is when enough clients settings are set to receive/send information too fast and then the server may lag since the client(s) require that information be delivered at a faster rate than what the server can offer (i.e total bandwidth). This then makes the server dismiss parts of information and would cause lag spikes.

When a client (i.e the player) observers abnormal lag spikes during gameplay it can usually be due to settings irregularities between client/server and internet problems. What one can identify is that packets of information are lost but the exact cause of it must be related to a “black out” or even how the clients and servers settings are set.

One way to isolate the problem is to stand and face the corner of a room, where not much is occuring, and have the lagometer on. IF you notice lag spikes then surely information between you and server is being dropped out (i.e black out). This then can mean either than you have difficulties between you and server, or that your settings are set differently to that of the server.

Some of the settings that may affect how information is dealt with (and effects it has) may include:

– seta com_hunkMegs “72” //Set as high as possible to run smoother – but NO MORE than 3/4 of your total ram
– seta com_maxfps “76” //To cap your FPS at a flat level
– seta r_displayrefresh “76” //Refresh rate of your monitor, nice to set similar to your FPS
– seta snaps “20” //Best set to either 20 or 40, 40 if you have a good connection (ADSL or better)
– seta rate “5000” //Raise to 10000+ for ADSL, higher for cable (fiddle untill its smooth), the higher it is the more traffic your game will use
– seta cl_packetdup “1”
– seta cl_maxpackets “30” //Set higher for ADSL/Cable – max is 100 for LAN, 40-60 is good

All of these settings may affect how you handle information that is send between you and server. The server can alocate alot more bandwidth than what you can offer but what is interesting is that upload bandwidth is usually much slower than download bandwidth….i.e it’s biased…..would that perhaps affect traffic flow on both the server and clients side???

I know its a long read but i guesss this is how i see this issue.


   
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