Nudge,Ping and Lag Discussion

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ghost
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Nudge,Ping and Lag Discussion

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cl_timenudge works in way that informations which you are getting are in case of negative values drawed sooner or in case of positive values drawed later it doesnt affect in any way informations which are send from you that means that you are not skipping any packets in any case, this is not queue based thing its only about drawing delay not network delay

**
No, definitely not, in any way, shape, or form. It does not suppress commands, nor does it put inconsistent timestamps in them. (Those are the only two ways in which it could.)

not exacly,.
cl_timenudge describe amount of delay in ms betwen "snaps" resived from the server

server describe client position from data witch client send to the server

client q3 cant draw soner snapshot if he dont resivet it yet form the server so it will skip them and draw another one in order cuz he has no time to draw all, he dosent have time to get back and draw snaps beyound order

if client quake informations are based on predicted (false) information couse he skiped some snaps witch server tried send to him, data witch his q3 will send to the server will be predicted also and its not describe his real position

Quote:

your demo shows how high negative nudge affects you, you can see him sooner but he isnt there not yet, its problem of your unbalanced settings not his (which is matter in our discussion)..

on the move i and tass have cl_timenudge 0, and almoust all do know that tass have lags, this move verifing only how "good" unlagged works

nihil
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Nudge,Ping and Lag Discussion

just one point - you are not skipping any snaps with unlagged tech and negative cl_timenudge

normally with cl_timenudge 0 you are interpolating all players positions that means that you compute final position from 2 snaps

with negative cl_timenudge you are extrapolating players positions that means that you draw their positions as soon as you get them (1 snap), higher negative value == sooner extrapolation (no more waiting for next snap, -30 == direct extrapolation) with unlagged this is even more precise (allows you to see models with more than 20fps cap)

that means no skipping of snaps it means sooner drawing
prediction is used only when something missing (case of lag)

about your video you can read this
or maybe better read whole this

NecrogeddoN
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!!!

Thanks for the detailed explanations, HQ and Nihil! Finally someone describes this cmd in terms that leave no room for doubt/question what it actually does.

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Nudge,Ping and Lag Discussion

hm as far as i remember snaps cant actualy go lower than -30 cause thats actualy drawing them as soon as you get them.

so what does lower snaps than -30 do actualy?

I am proud of spreading a pirated Excessive Plus version and claim to be the original author, yay!

(HK) GoddaM
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Nudge,Ping and Lag Discussion
tartaros wrote:

nihil wrote:
negative cl_timenudge CANT make you look jerky with enabled unlagged technology (almost all e+ servers), if some player looks jerky it can be only problem with his/your connection nothing with cl_timenudge..

http://www.ra.is/unlagged/faq.html#DUTNMYLJTOP

anyway if you have feel that your enemy got some extra advantage - set same nudge to yourself to *equal* chances and
..
..
stop whining

Clean ownage.

not ownage at all...
if you have similiar ping to a player using any value of -timenudge then it will make no difference BUT if you have a noticable higher ping then you WILL find them harder to hit - your prediction becomes obscured.. unless you can lower your ping to match, there is an unfair advantage. no whining just pointing out the fact that you cant make ping *equal*.

nihil
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Nudge,Ping and Lag Discussion

--
not ownage at all...
if you have similiar ping to a player using any value of -timenudge then it will make no difference BUT if you have a noticable higher ping then you WILL find them harder to hit - your prediction becomes obscured.. unless you can lower your ping to match, there is an unfair advantage. no whining just pointing out the fact that you cant make ping *equal*.
--

sorry goddam but what you wrote is kinda off topic and not logic (atleast for me)

btw here is opinion of creator of unlagged technology Neil Toronto aka haste
[code:1]my question:
Can negative cl_timenudge (-1 - -30) + unlagged technology cause any snap skipping?
Result of that skipping should be not any jerking, but just less hit ability similar to one when you have lag.
(big usage of prediction so less accurate model drawing)

My opinion is that this can never happen because negative cl_timenudge just force extrapolating (never skip any snap), no command suppressing.

his answer:
It's true that cl_timenudge can't suppress commands sent to the server, nor can it delay them. So you're right, and everyone else is smoking pot. The command packets will still arrive like they normally do, and EVEN IF their timestamps are affected by cl_timenudge, they'll all be changed by the same amount. (Timestamp changes, FYI, are the basis for proxy speed/skipping hacks. But cl_timenudge can't munge them like a proxy can - IF it munges them, it does it by a constant amount.)

What's REALLY, REALLY important to stress is that Unlagged does hit tests on the server BASED ON WHAT CLIENTS SEE. That is, the final positions it interpolates between are the positions every other client interpolated between. If someone LOOKS like they're skipping to EVERYONE (everyone who's not using cl_timenudge), he's skipping on the server. If he DOESN'T, he's NOT.

This is in stark contrast to Quake 3 vanilla, in which what happens on the server can be pretty disconnected to what happens on the clients.

So here's the acid test: you set cl_timenudge to -30. Everyone else sets cl_timenudge to 0 and observes you. To them, you won't appear to be skipping, which means you're not skipping on the server, which proves that you're correct.

Neil
[/code:1]

you can write him by yourself if you want (af_haste@hotmail.com or )

ghost
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Nudge,Ping and Lag Discussion

im cant give u link nihil, but what about im talking im read also somwhere and there was writen that spans not deliverd in time are skiped and it can ba couse by negative timenudge

btw snaps are stm like frames but its pure data in packets

yors links are throwing new light on that case for me, but still im bit confused couse on most pages they sugesting seting positives timenudge to get more smoth and stable ping, "couse u will be w8 longer for spans resiving" and that means its do afect snaps skiping. Author of unlaggd sayed that with very high negative value, w8 time = 0 (does it means that iven litle change in ping will make spans drops?,, or as u teling timenudge are only the time betwen client side q3world updates?)

in first option it will defenitly make players harder to hit cuz thier will be more sensitive when some packets/snaps will be not deliverd in time

in second option seting high negative value or positive will dont make eny efects, couse we tralking here about prediction of move betwen snaps only, so why do bother and use negative or positive value? negative will cause only no smoth rendering and positive give exacly 0 so why do use it at all if it is worthles?

nihil
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Nudge,Ping and Lag Discussion

--HQ wrote--
[code:1]im cant give u link nihil, but what about im talking im read also somwhere and there was writen that spans not deliverd in time are skiped and it can ba couse by negative timenudge

btw snaps are stm like frames but its pure data in packets

yors links are throwing new light on that case for me, but still im bit confused couse on most pages they sugesting seting positives timenudge to get more smoth and stable ping, "couse u will be w8 longer for spans resiving" and that means its do afect snaps skiping. Author of unlaggd sayed that with very high negative value, w8 time = 0 (does it means that iven litle change in ping will make spans drops?,, or as u teling timenudge are only the time betwen client side q3world updates?)

in first option it will defenitly make players harder to hit cuz thier will be more sensitive when some packets/snaps will be not deliverd in time

in second option seting high negative value or positive will dont make eny efects, couse we tralking here about prediction of move betwen snaps only, so why do bother and use negative or positive value? negative will cause only no smoth rendering and positive give exacly 0 so why do use it at all if it is worthles?[/code:1]

one thing is that most of articles describing vanilla quake or old osp, unlagged is way newer thing than vanilla quake

in any quake objects like projectiles are extrapolated cause their move is easily computeable so when you get one information about their move you can easily compute next frame (vector stuff velocity, time and angles)

situation with player models is really different cause their move isnt computeable so well, vanilla quake got so called built-in lag for drawing models, so when snap comes and sv_fps is 20 client wait 50ms for next object related snap (then you can interpolate two snaps, compute value between two positions, thats why in vanilla quake you can see that move of things like rockets is so smooth, but player models looks like they have 20fps, unlagged does additional thing even when there is no move frame is drawn, when there is no need to interpolate, its extrapolated..), with cl_timenudge you can control this interpolation, of course many mods got 'fixed' this built-in lag so using cl_timenudge is less effective

in any case negative cl_timenudge with unlagged does only one thing you see things little sooner (really little, its only about waiting or not waiting for next object related snap) but not so accurately, it cant make you look jerky or force you to skip snaps (and being less hitable), it does exactly reversed thing you draw stuff only sooner.. not never Smug

i hope its cleared now, positive timenudge is another thing using it online is purely nonsense (maybe just when you want to equal chances when some mexican plays with you on euro server)

edit: damn quotes

SINON)NWC(
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Nudge,Ping and Lag Discussion
NecrogeddoN wrote:

. wrote:
they twitch across the screen and then shoot me from halfway across the map before I know where they are again. Unfair advantage...? Or just trying to make the game playable for them?

I ran into the timenudge thing last week on a 1v1 game using my alias. I uesd a +30 and true to Necro's word he seems to be correct, you don't really increase performance to any degree. You will though cause a huge fuss when playing with timenudge and honestly it is an unfair advantage. But what isnt Xp_enemymodel, R_Picmip, \rate the list goes on with the amount of tweaks that increase your chances when playing against a default cfg. Since this issue happened with myself I decided never to use an alias, and now only use default cfg with only rate set to 20000 which helped my bad lag.

)NWC( is best!

NecrogeddoN
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Nudge,Ping and Lag Discussion

I think this topic should be stickied. :!:

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