BTW, that, too:
https://github.com/ValveSoftware/Source-1-Games/issues/816


2013/5/28 AnAkIn <anakin...@gmail.com>

> http://dblocker.didrole.com/
>
>
> 2013/5/28 Mart-Jan Reeuwijk <mreeu...@yahoo.com>
>
>> On other news:
>>
>> http://forums.steampowered.com/forums/showthread.php?t=3129310
>>
>> http://www.youtube.com/watch?v=qBXQwmazf-o
>>
>> so any plugin to kill this?
>>
>>
>>
>> >________________________________
>> > From: dan <needa...@ntlworld.com>
>> >To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> >Sent: Tuesday, 28 May 2013, 13:56
>> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
>> >
>> >
>> >On 28/05/2013 02:44, D Bauhmz wrote:
>> >> I thought about making an entirely new post but we'll see how much
>> >> attention it gets in this one first.
>> >>
>> >> We've also been experiencing some other behavior that I've just
>> noticed in
>> >> the past few months. It's player warping. When you watch them after
>> you're
>> >> dead they seem to skip several flames and teleporter from one location
>> to
>> >> the next. I'd expect that this player was lagging but when checking
>> their
>> >> ping they are just fine. I know I've seen a few others report this
>> here on
>> >> the list too.
>> >
>> >If it's every player it's likely some issue with the server or its
>> >connection (or your own client & connection you're using to observe)
>> >It's just one or two players, it's more likely some issue with those
>> >players client or connection. One that perhaps ping doesn't indicate.
>> >
>> >I always assumed the odd person warping, when others are fine, was
>> >either packet loss or their client has rate set low (which
>> >now Valve have set the default to 30000 for everyone is perhaps less
>> >likely to happen)
>> >
>> >Presumably you can use sv_minrate to fix it for them if you don't
>> >already do that.
>> >
>> >But, throughout the time TF2 has been released (i.e not recently, but
>> >years ago) I've had occasions when my rate was lowered somehow, without
>> >me changing it. The subsequent experience is awful until you discover
>> >the cause. I've helped a few people who have been complaining of
>> >"performance problems" with TF2 (i.e they've been trying to lower
>> >graphics settings and so on) where it has been the same issue.
>> >
>> >I'm sure a tiny %age deliberately stymie their connections too in an
>> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
>> >see people who have a great ping and then every time they are hit, it
>> >leaps higher and then drops after. I recall a similar experience when I
>> >was healing a pyro and every time someone attacked him, he would lag and
>> >the heal would drop. Was that a lag switch or something? Perhaps a bad
>> >connection has the same symptoms, triggered by more data being sent when
>> >more things are happening. Either way, the net effect is the same he
>> >gets an edge by having a bad connection whether deliberately or not.
>> >
>> >I'm reasonably convinced that, from time to time the client can get out
>> >of synch with the server in some way. In the sense that the netcode is
>> >supposed to mean a hit on your screen is a hit when the server gets the
>> >packets from everyone, figures out where everyone was and so on.
>> >
>> >Most of the time I can reasonably accept that's the case (except for
>> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
>> >the player on your screen aren't being registered as hits whilst shots
>> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
>> >course, this is more noticeable than rockets because rockets are
>> >supposed to hit when you miss - and valve's tiny red writing for how
>> >much damage you did is too small for me to read - and I can't push my
>> >nose into the screen these days)
>> >
>> >It could just be that I'm incredibly inconsistent from one round to the
>> >next, but sometimes I join a server and every nade I throw seems to
>> >miss, bar people standing still or from the secondary explosion, but
>> >switch to another server and I'm hitting everything that moves.
>> >
>> >The other thing I note too is, often times getting hit behind the wall
>> >after I've run behind cover, but with a far bigger latency than
>> >"netcode" seems to make sense to explain it. e.g me and the client that
>> >killed me have sub 20ms pings, but I die half a second or more after
>> >going behind cover.
>> >
>> >Perhaps any or all of the above can just be simply explained by packets
>> >getting lost and other transient connection issues?
>> >
>> >--
>> >Dan
>> >
>> >_______________________________________________
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>> please visit:
>> >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> >
>> >
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>
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