Re: [hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-15 Thread Clayton Macleod
the 100ms delay doesn't mean that latencies higher than 100ms are
hopeless. Don't know how you gleaned that from it. The only time that
would hold true is if the server operator had sv_maxunlag set to 0.1,
but 1.0 is the default. Players with a lower ping/latency still have
an advantage in some respects, but this 'unlag' feature takes a good
bite out of that latency sandwich for you.

On Thu, 14 Jul 2005 23:55:48, Dan Sorenson [EMAIL PROTECTED] wrote:
Heck, I'm suprised I came so close on some of these
 assumptions I made, and thanks for the pointer.  I was basing
 most of my logic on the old classic engine, and it's been
 about 4 years since I've investigated its behavior.

However, I don't see where gaming the prediction and
 interpolation by cutting client-sent updates wouldn't throw
 off the results.  Whether the engine would react by going more
 or less in favor of one client in this case is not mentioned, nor
 would I expect fine details of the server's logic.

What has me more curious is where it states the Source
 engine does entity interpolation with a 100ms delay.  I don't think
 I can get to my upstream tier 2 provider in under 100ms, let
 alone to a server, so right away interpolation is suspect.
 That explains a lot of the oddities I see in-game, actually.
 It's not the overall rate that's a problem -- I rarely see more
 than 64Kbit/s inbound from most servers, it's the latency.
 I'll have to experiment some, as we've a number of international
 players on our servers with pings in the 120-200ms range
 trying to take on 30ms players.  Improving things such that
 interpolation remains accurate would be a good thing for them.


--
Clayton Macleod

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Re: [hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-15 Thread Vapor
 What has me more curious is where it states the Source
 engine does entity interpolation with a 100ms delay.

To quote:

The Source engine does the entity interpolation with a 100-millisecond delay
(cl_interp 0.1)

Therefore the 100ms delay is adjustable client side. Dropping cl_interp to 0.
02 will reduce the delay to 20ms.

Forcing an automatic system based on rates I just can't see being effective.
What we are realistically saying here is take thousands of connection types,
speeds and latencies and have the server automatically control their update
rates. All that will be achieved would be no connection being tweakable and no
advantage seen on faster connections, all sounds nice yes, but...

You will have millions of players blaming Valve for enforcing their rates,
everything from bad reg to lag will be blamed on this and uproar would
definately occur. I pay a lot of money for my fast internet connections, the
day game writers start to control my effective reaction times in games to
accomodate dial-up users will be the day I quit and I suspect a lot more feel
the same way.

Control of client side rates must be maintained by the client, no other way
would be widely accepted by the community. All that needs adding is the
ability for server admins to enforce min and max cmdrate's.

The truth of it is although we want to level the playing field and provide
fairness between all connection speeds, doing so would annoy the masses, who
are on broadband connections. You only have to look at how many ping
restricted servers are around to see this.

So, ultimately, it's not practical to accomodate dial-up users on a level
playing field against broadband connections without hampering to a degree the
broadband user, due to just numbers of players alone with each connection type
this is not practical.

Give the server admins this control, they can then create fair servers for
different connection classes and communities themselves. All in all a much
more effective solution which also offloads this responsibility from Valve to
server admins.

Just my 2 cents.

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Re: [hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-15 Thread Philip Koshy
In reply to that Valve Developer link posted early in this thread:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

I found the information an incredible read from a players point of
view. Is there a similar page somewhere for CS 1.6? I'm curious is 1.6
works the same way as far as the client updaterate/cmdrate and the
server ticrate. I've always been at odds about what actually happens
when setting such variables...


On Thu, 14 Jul 2005 23:55:48, Dan Sorenson [EMAIL PROTECTED] wrote:
 At 01:00 AM 7/14/2005 -0700, you wrote:
 Dan look over this
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 Then give a rethink of some of what you said

 Heck, I'm suprised I came so close on some of these
 assumptions I made, and thanks for the pointer.  I was basing
 most of my logic on the old classic engine, and it's been
 about 4 years since I've investigated its behavior.

 However, I don't see where gaming the prediction and
 interpolation by cutting client-sent updates wouldn't throw
 off the results.  Whether the engine would react by going more
 or less in favor of one client in this case is not mentioned, nor
 would I expect fine details of the server's logic.

 What has me more curious is where it states the Source
 engine does entity interpolation with a 100ms delay.  I don't think
 I can get to my upstream tier 2 provider in under 100ms, let
 alone to a server, so right away interpolation is suspect.
 That explains a lot of the oddities I see in-game, actually.
 It's not the overall rate that's a problem -- I rarely see more
 than 64Kbit/s inbound from most servers, it's the latency.
 I'll have to experiment some, as we've a number of international
 players on our servers with pings in the 120-200ms range
 trying to take on 30ms players.  Improving things such that
 interpolation remains accurate would be a good thing for them.

 - Dan

 * Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
 * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
 * The town was burning, the villagers were dead.  They didn't need  *
 * those sheep anyway.  That's our story and we're sticking to it.   *


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Re: [hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-15 Thread Kennycom
The closest thing I have seen for a CS 1.6 client is this

http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm

 I hope that helps :)


- Original Message -
From: Philip Koshy [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Friday, July 15, 2005 3:56 AM
Subject: Re: [hlds_linux] Re: Re: Request a higher minimum value for
cl_cmdrate.


 In reply to that Valve Developer link posted early in this thread:
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 I found the information an incredible read from a players point of
 view. Is there a similar page somewhere for CS 1.6? I'm curious is 1.6
 works the same way as far as the client updaterate/cmdrate and the
 server ticrate. I've always been at odds about what actually happens
 when setting such variables...


 On Thu, 14 Jul 2005 23:55:48, Dan Sorenson [EMAIL PROTECTED] wrote:
 At 01:00 AM 7/14/2005 -0700, you wrote:
 Dan look over this
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 Then give a rethink of some of what you said

 Heck, I'm suprised I came so close on some of these
 assumptions I made, and thanks for the pointer.  I was basing
 most of my logic on the old classic engine, and it's been
 about 4 years since I've investigated its behavior.

 However, I don't see where gaming the prediction and
 interpolation by cutting client-sent updates wouldn't throw
 off the results.  Whether the engine would react by going more
 or less in favor of one client in this case is not mentioned, nor
 would I expect fine details of the server's logic.

 What has me more curious is where it states the Source
 engine does entity interpolation with a 100ms delay.  I don't think
 I can get to my upstream tier 2 provider in under 100ms, let
 alone to a server, so right away interpolation is suspect.
 That explains a lot of the oddities I see in-game, actually.
 It's not the overall rate that's a problem -- I rarely see more
 than 64Kbit/s inbound from most servers, it's the latency.
 I'll have to experiment some, as we've a number of international
 players on our servers with pings in the 120-200ms range
 trying to take on 30ms players.  Improving things such that
 interpolation remains accurate would be a good thing for them.

 - Dan

 * Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
 * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
 * The town was burning, the villagers were dead.  They didn't need  *
 * those sheep anyway.  That's our story and we're sticking to it.   *


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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[hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-14 Thread Dan Sorenson
At 01:00 AM 7/14/2005 -0700, you wrote:
Dan look over this
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Then give a rethink of some of what you said

Heck, I'm suprised I came so close on some of these
assumptions I made, and thanks for the pointer.  I was basing
most of my logic on the old classic engine, and it's been
about 4 years since I've investigated its behavior.

However, I don't see where gaming the prediction and
interpolation by cutting client-sent updates wouldn't throw
off the results.  Whether the engine would react by going more
or less in favor of one client in this case is not mentioned, nor
would I expect fine details of the server's logic.

What has me more curious is where it states the Source
engine does entity interpolation with a 100ms delay.  I don't think
I can get to my upstream tier 2 provider in under 100ms, let
alone to a server, so right away interpolation is suspect.
That explains a lot of the oddities I see in-game, actually.
It's not the overall rate that's a problem -- I rarely see more
than 64Kbit/s inbound from most servers, it's the latency.
I'll have to experiment some, as we've a number of international
players on our servers with pings in the 120-200ms range
trying to take on 30ms players.  Improving things such that
interpolation remains accurate would be a good thing for them.

- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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