Well.My understanding of how this works is like so.The server updates the
frames ever x amount of time.our ping to the server,losss and choke have
absoulutely nothing to do with it.If the server doesn't receive you in the
update that when people "teleport" around.

And as far as someone with a high ping lagging the server.I have dedicated
boxes with 100mbps link speeds to the backbone.And I have NEVER seen anyone
come in and lag the server.Now does this say that people with 200+ pings are
fun to play against?No because they jump around the map.But we do have this
chic in our team from Great Britain and she keeps a constant 170-220 ping
and it doesn't spike and shes as easy to hit as anyone with a 20 ping.And
she doesn't lag the server.

BeNt
http://www.gorillazsouth.com

----- Original Message -----
From: "Steve Dawson" <[EMAIL PROTECTED]>


--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest
said
that they dont.  When thinking about it for second, what I want to know is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 20000, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 20000, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait to
recieve that players packet for it to be able to finalize the world update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 20000, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players for
that point in time and is able to calculate that player a killed player b.
the server is able to determine this 40ms after it happened.  But even so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data
for
that specific has been recieved, or 500ms has passed because sv_maxunlag
is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so
that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am
wrong
or how i am right.  Thank you.



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