On 06/01/2013 17:17, Jake Forrester wrote:
When I was testing the new rates, TF2 crashed with no errors, and just seemed
to disappear right from under my mouse. But I suppose that's another
issue for another time.
I think that's a known crash that was triggered by the Xmas update.
For some reason the crashes are not triggering windows crash reporting,
but mdmp files are still created.
I was getting them far more frequently over xmas than in the last couple
of days, so I think they must
be triggered by something very specific. Perhaps it's a specific weapon
or effect.
Using 66 instead of 33 is the closest thing to a proper fix I've seen
yet! Is this something that can be implemented on weaker client systems
without worry?
I think so. It depends how weak I suppose. My personal feeling is if the
client or server doesn't work with those settings
play something else or fix the other things so it does work :) And that
extends to not playing on servers with above 50 ping.
Some people, Valve included, arrange matches where this low ping is not
possible and they seem convinced it's good enough for Notch :) I'm not.
YMMV, but I would definitely lower graphical settings rather than the
network ones.
Usually if I see someone complaining about lag or stutter I suggest they
enable net_graph 5 and
hit F12 to create screenshots when the lag/stutter occurs. Plus ask them
to check their rate setting because
when you tell steam in the settings what your network speed is this
seems to affect the default rate for
source engine games. So some people end up with a low rate and the game
plays badly for them
even if they have high fps, a decent internet connection and join a
great server.
You can often see the cause from those screenshots. Whether it's low fps
or a network issue or, to some extent, the server.
The right hand side of net_graph shows the settings you have for
cl_cmdrate and cl_updaterate and the
actual send and receive rates. So, typically if all is well you should
see 66.0 for every figure in the right hand side,
a low ping, a high fps, the lerp figure saying 30.0ms and zero for loss
and choke (although choke is sometimes a bit above zero occasionally)
Occasionally I convince myself that, just like doing "record foo; stop"
gets rid of glitches where players are invisible or swimming and so on,
it also fixes occasions where the hit registration seems to break (i.e
shots that hit don't and shots that miss do) although it could just be
high ping players or me missing shots :) Whatever, I occasionally start
and stop a demo recording and convince myself it fixes it. It could be a
placebo effect.
I noticed with the linux client (because of performance problems) that a
low fps would affect the right hand side figures too.
But someone who cannot maintain 60fps+ more or less everywhere should,
imo, lower graphics settings until they can. because
you really can't aim properly once panning the world with the mouse
starts to feel heavy and even less so if you turn for a bit at 40fps and
then it jumps to 60 and goes smooth again.
But presumably Valve have reasons for the defaults being what they are
(unless it's simply a case of the defaults being what they are
historically for older games and they've never been revisited) I would
swear blind that my settings make a noticeable and profound difference,
so I don't understand why these aren't the defaults. Because it's
probably giving anyone who changes them an advantage to some degree or
another.
Perhaps Valve would claim weak systems would be affected adversely?
Maybe they'd argue I'm imagining the improvement and there's really no
difference? I guess they'd have to chime in.
--
Dan
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