[Fixed] Rail lag.

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rUnThEoN?!
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Skullheadq3's picture
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Re: Rail lag.
D e c e m b e r wrote:

nope. Server does hitscan using predicted info. The problem is somewhere else.

which actually means you could hit an predicted timed out enemy, doesn't it?

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

animalchik
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Re: Rail lag.

@skull hopefully Panda that have quite Ascari lighted up for u that recording it it is pointless because on the demo it looks like u haven't pressed fire at all

also sometimes the demo didn't even register u warping or opponents does, while in reality the game because of pb is sometimes unplayable for me, it is a lot harder to hit a guy on pb server for me

I am addicted to life.

(HK) GoddaM
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Re: Rail lag.
easy wrote:

Skip correction can be disabled by the server with set g_smoothClients 0

It says in changeslog that cg_smoothclients was removed in ver 2.0, will server settings make a difference with this disabled client side?

D e c e m b e r
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Re: Rail lag.
rUnThEoN?! wrote:

which actually means you could hit an predicted timed out enemy, doesn't it?

It does.

***
As for demo, it contains the exact copy of what the server was sending to your game. The difference between playing and watching demo comes from that when you play, your game predicts how the server will move you. Therefore if you lag, you feel it 'warping' because of prediction errors. And when you watch the demo of it, you feel nothing because no prediction involved, you just watch your server-side smooth trajectory (if only you did not hang up for three or more server frames).

(HK) GoddaM wrote:
It says in changeslog that cg_smoothclients was removed in ver 2.0, will server settings make a difference with this disabled client side?

cg_smoothClients does not exist at client side and is not checked by server anymore. Thus no difference for any value of it.

easy
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Re: Rail lag.

Aww, Panda ruined it! Just kidding, I've send you the details.

Fixed. But as already told, this really only happend for "real timeout" players.

And yes, /set g_smoothClients 0 can be used to fix that for 1.03/2.1 servers but really it's not worth it. Just bear a bit for the upcoming release and you will be able to hit those evil timeout guys that pop out very frequently here and there.

Edit: Just some notes about sv_fps. I would not recommend setting it any higher than 20. For the server it means more work/cpu usage. For a weak physical server/for physical servers running other heavy background processes (e.g. multiple quake server, log parser, web server etc.) this can get quite a problem. For clients this means higher bandwidth/traffic. For players with weak connections this can get quite a problem. Setting a higher value also kind of knocks out Unlagged's skip correction, making skipping players more visible again. Here you can find some other reasons. Really, Unlagged takes care of the "lag" already, you should not add additional one.

rUnThEoN?!
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Re: Rail lag.

well, easy, its a matter of oppinion, maybe sv_fps 20 is worth a test again.

easy wrote:

Just some notes about sv_fps. I would not recommend setting it any higher than 20. For the server it means more work/cpu usage. For a weak physical server/for physical servers running other heavy background processes (e.g. multiple quake server, log parser, web server etc.) this can get quite a problem.

turned out nowadays its more of a problem to have the ram to hold as many servers, you can run 10+ servers on one core without its usage having a higher peak then 50% approximately.

easy wrote:

For clients this means higher bandwidth/traffic. For players with weak connections this can get quite a problem.

never occured somebody has a so weak connection in e+ that it doesn't work on higher netsettings, most people set 125 maxpackets anyways. More annoying are people with constant packetloss.

easy wrote:
Setting a higher value also kind of knocks out Unlagged's skip correction, making skipping players more visible again. Here you can find some other reasons. Really, Unlagged takes care of the "lag" already, you should not add additional one.

yes and no, there is one problem with low sv_fps value - depending on rooms and how the players enter them enemys can pop up very late - which is absolutely fixed by high sv_fps. Its also fixed due to xp_improveprediction 1 - however I can't say which solution is better.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

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Re: Rail lag.

Ok, here u have some proofs of this weird stuff which happening to me.

Screenshots 1
Screenshots 2
Screenshots 3
Demo

Watch this demo carefully so u gonna see what I really mean. Ofc this screenshots are examples of this, u can see more on demo. What is most ineresting its just typical demo of my public gaming, all the time I see some weird misses, hits ect.. hf

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D e c e m b e r
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Re: Rail lag.

RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG FEST!

yzo
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Re: Rail lag.
Miguel wrote:

welcome to my world.. i see when the enemy kill me.. i shot and ppl not die.. ppl kill me when i'm behind the walls.. etc..etc..

I love my fucking ping.

Yea but it's all about your ping 400 on beer. Big grin

animalchik
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Re: Rail lag.
D e c e m b e r wrote:

RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG! RAIL BUG FEST!

hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS ! hang developers ! HANG DEVELOPERS !

xP

I am addicted to life.