cl_timenudge paranoia

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animalchik
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After some arguing on elitez server, i got asked by the owner of the server to convince ppl that cl_timenudge does not make ppl lag or make them hard to hit, because as they claims they follow ranking rules, and in ranking its written that cl_timenudge must be 0 since it makes ppl difficult to hit.

Aside timenudge i want to talk about other mandatory settings that are actually sucked out of finger from very common reason "lets blame ppl settings when i do play bad"

SNAPS - 40-125 - snaps are prohibited to be 40-125, while the servers working at SV_FPS 30 ! and since client cant receive more snaps from the server BECAUSE the server sending only 30 and there is no other way round to receive more than 30 this rule is complete bollocks and the minimum should be 30 not 40 and maximum undefined...

Quote:
anything above sv_fps makes no difference anymore.

source http://www.excessiveplus.net/forums/thread/client-setup-configuration-faq

MAXPACKETS - 60-125 - why? because lower than 60 make u lag? nope it does not, it was measured that the only working settings for this are 30, 40, 58, 111 and 125. Can someone please explain me why the limit is at 60? Because its fooking make no sense...

Quote:
cl_maxpackets30(1.9kb/s), 40(2.3kb/s), 58(3.2kb/s), 111(4.5kb/s), 125(9kb/s)

how it works? 58 cause max 3.2kb/s trafic and if u set it to 59 it will take 4.5kb/s of badwitch

its measured on keiro personal firewall

source http://www.excessiveplus.net/forums/thread/client-setup-configuration-faq

CL_TIMENUDGE - 0 - why? because people lag? are u kidding me? this cmd have nothing to do with connection and CAN'T make ppl lag. Have u guys was heard about prediction? U receive 30 snaps from server and since yours game runs at 125fps to make moving players look smooth yours client put between those snaps a interpolation, it draws players positions between each snaps client-side this is displayed as blue triangles in the lagometer. Yours client doing so to give u smooth looking targets, and if u will set timenudge to -30 yours client will stop applying interpolation and yours targets going to move with unsmooth movement and their on screen position going to be more correct to the position on the server. Since server predict players movement and client predict client movement, the information about players positions are off, especially when players do lag... To correct the error u can apply positive or negative time nudge client side, witch make targets draw on yours clients screen more exact or more off to what server thinks, and since its the server witch determinate u hit or miss a targets, it absolutely helps to hit laggy targets but also can make u to hit less if u will set it wrong.

cl_timenudge is not responsible for sending any packets and can't make ppl lag, its a client side snaps prediction change!!!

Quote:
Timenudge only directly affects the latency of the incoming data and does not directly affect the data that you send to the server.

source http://www.excessiveplus.net/client-cvars-commands

Quote:
cl_timenudge:Many players think otherwise, but this setting does not affect the connection in any way nor how other players see you or you them. It's client sided only. All what it does is to inter- or extrapolate the movement of all other players. With negative values you adjust client side prediction.
The information you have to deal with is not up to date, nothing can change this. As long as a player is moving straight in one direction, the prediction of his position is no problem. What if he changes? Try to imagine: The model on the screen is already pushed too far in the calculated direction, when the information arrives, that he did something completely different. The prediction was wrong, the position you see and the real one is more off than without a negative timenudge. These errors need to be corrected and that makes the models unsmooth - or the whole screen, when spectating someone from his point of view.

source http://www.excessiveplus.net/forums/thread/client-setup-configuration-faq

e+ is the only mod on the world where timenudge is not allowed {fact} all turnaments in what i have played on clanbase or esl allow for timenudge

let me ask at the end a questions, what a idiots have set those limits for this settings? they cant read the e+ readme or a mod forum faq?

And excuse me for be harsh on the server but when i see so much bullshit around, then its definitely needs some hot debate, and rethinking of some rules, since they are bad they for sure need a correction.

If anyone have any proves about that cl_maxpackets 58 or cl_timenudge cause players to jitter lag or whatever please GIVE proves for existence of such things, because according to the quite solid fact that i have summed up in this topic this is only human paranoia about other player that getting unfair advantage because of bad settings.

If u don't have anything to back up yours words and u are just one of thoe guys who like to blame other ppl than yourself and u are convinced that timenudge lags ppl, please STFU FFS!

I am addicted to life.

DR*DIABLO
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Re: cl_timenudge paranoia

little question, snaps 25 = lag? i played vs some players, while they were using snaps 25 they had packet loss n higher ping, ofc they were harder to hit, but funny thing, is that they was playing normally without any issue in their gameplay. more funny thing, is that when i invited them to put at least 30-40 snaps, their ping lowered drastically, packet loss aswell, and, more funny either, they were easier to hit n lag gone. this was on sf 1on1 server, i don't remember if on those times sv_fps was on 25 or 30. can u explain?

METEORKID
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Re: cl_timenudge paranoia

time nudge does not affect other people as it can only be felt by the client that uses it because it affects the packets that are sent to them and not the packets which are sent to the sever.


KOMPR3SSOR * 3U
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MX Mexico
Re: cl_timenudge paranoia

I use cl_timenudge -30 ;]

eu.jeff
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Re: cl_timenudge paranoia

nvm xD @- delete pls

*ZMB*INEED$*
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Re: cl_timenudge paranoia

It's a bit late to start this discusion. Everything is working fine since i've been here and that is after the rules have been made two and a half years ago. No one is complaining and everything is running smooth. There is no need to change those rules.

equinox
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Re: cl_timenudge paranoia

hmm
fala's statement : well argumented with proofs and is rock solid
answer of rank mod: "it's easier to bow to the things that someone else made up, than to listen to the guy who actually is into those things and understands them"

btw spraw i think you have some decidions to make, about newly suspected cheaters, or you are gonna say how e+ is doing fine with them aswell? Big grin

*ZMB*INEED$*
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Re: cl_timenudge paranoia

I can't take any word for serious from someone who has 3 bans and changes his opinion as the wind blows.

Words i wrote 1 post up is my personal opinion, my main job is to add games in rank and validate them.

Don't fix it if it ain't broken!

animalchik
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Re: cl_timenudge paranoia
*ZMB*INEED$* wrote:

Don't fix it if it ain't broken!

agree, but the problem with rules is that they are "broken" and they need a fix, timenudge is good cmd and really handy to minimize client side interpolation, this mean that this cmd is essential to reduce the problem with pass trough shots.

But if u trying to say me that there is no problem with unlagged and prediction and it does not need any touch, why then so many ppl complain on the servers about that they cant hit someone?

I am addicted to life.

animalchik
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Re: cl_timenudge paranoia
DR*DIABLO wrote:

little question, snaps 25 = lag? i played vs some players, while they were using snaps 25 they had packet loss n higher ping, ofc they were harder to hit, but funny thing, is that they was playing normally without any issue in their gameplay. more funny thing, is that when i invited them to put at least 30-40 snaps, their ping lowered drastically, packet loss aswell, and, more funny either, they were easier to hit n lag gone. this was on sf 1on1 server, i don't remember if on those times sv_fps was on 25 or 30. can u explain?

are u sure they didn't had messed up rate and packets? lowering snaps will cause that the players will miss some server informations and their client will be forced to apply more prediction, they should suffer from that settings, not the players who plays with them. If they miss the keypackets this is usually packet loss, but in this case they sending informations about their position (cl_maxpackets) kinda separated from what they recieve.

I am addicted to life.

equinox
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Re: cl_timenudge paranoia
*ZMB*INEED$* wrote:

I can't take any word for serious from someone who has 3 bans and changes his opinion as the wind blows.

I got those bans for telling the truth. And when i say that you suck as a ranking moderator, i tell the truth, just like Copernicus was telling the truth but he got burned on stake alive. Skull was a ranking mod, but he took his job seriously and caught many cheaters besides just clicking buttons on ranking page, and cheaters are important thing in ranking, you know. Entire ranking is useless if cheaters participate in it. But you and Fate don't do anything about that matter, just like you don't do anything about stuff that fala explained which should be also mandatory for ranked games.
But since i don't find ranking important at all i would dismiss rank mods and delete the ranking section so that all could start enjoying their games and play for fun like it was supposed to be. Who thinks that ranking is important ,go to ql, find sponsors and start playing for money.