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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 11.29.08
Posts: 1972
AimMe wrote:
Those who have weaker PC and connection get framedrops, lag and red spikes, because their PC cant proceed all information.

I think red peaks are for packetloss, so only network-dependent, Steve are you here to confirm that ? =)
AimMe wrote:
ADSL with 400KB DL and 8KB UL.

8KB UP ??? Wow, I don't know if you use bittorrent, but I don't want to be your client ;)

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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1113.98
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
Celeron E1400@2500MHz
2x1Gb DDR2
GeForce 8800GTS 640Mb

It is more than enough for the game.

My actual internet connection is ADSL2 4Mb down and 768Kb up.



 


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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 09.28.08
Posts: 2318
Location: Solar System
SvaRoX wrote:
AimMe wrote:
Those who have weaker PC and connection get framedrops, lag and red spikes, because their PC cant proceed all information.

I think red peaks are for packetloss, so only network-dependent, Steve are you here to confirm that ? =)
AimMe wrote:
ADSL with 400KB DL and 8KB UL.

8KB UP ??? Wow, I don't know if you use bittorrent, but I don't want to be your client ;)


it's 8kilo BYTES, not kilo BITS. I have 256Kb UP.

And my bro is only one who uses torrent, he set same limit for upload and download, just because of this reason.

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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 11.29.08
Posts: 1972
AimMe wrote:
it's 8kilo BYTES, not kilo BITS. I have 256Kb UP.

:?: :!: Precisely, I understood 8 kilo bytes, but... 256Kb = 32KB, am I right ?

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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 03.16.09
Posts: 229
Ofcourse there will be extra lag with increased players but it's all relative, I personally love playing will loads of players, I've only got 512mb of RAM and it's still very playable with occasional issues, but considering the sheer amount of players involved I'm more than happy with the server's performance.

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 Post subject: Re: More Slotz!
PostPosted: 08.06.09 
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Joined: 07.15.08
Posts: 4645
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
hm the real problem is atm the latency of the bot.

what belongs to that 3 mapcycles:
they run, i just didnt dare to touch blinkys mapcycle script yet...
so we have small+medium the normal cycle, over 30 theres just big maps playing.
it should save the clients for the first.

friday i will set them manually, after ill go and check the script.
maybe blinky has some time @ weekend to control what i do.
(executing mapcycle puts the actual votes to mapvote history etc, i cant simply just test it...)

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 Post subject: Re: More Slotz!
PostPosted: 08.07.09 
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Joined: 09.28.08
Posts: 2318
Location: Solar System
SvaRoX wrote:
AimMe wrote:
it's 8kilo BYTES, not kilo BITS. I have 256Kb UP.

:?: :!: Precisely, I understood 8 kilo bytes, but... 256Kb = 32KB, am I right ?


You're right. Well my mathematics sux, i go to mathematical school.... It's 256Kb, 32KB.

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 Post subject: Re: More Slotz!
PostPosted: 08.07.09 
somebody calling names/my name? ;)

i get the idea that you have to think about what happens exactly. it sucks that i cannot look at it myself.... sva your answer is located below ;)

at first some pictures:
http://www.eft-clan.net/printview.php?t=2101&start=0


upper lagometer: and much general stuff...
as long as stuff is blue and hanging below the line it is fine, you interpolate, your client calculates the stuff happening between two snapshots, the time window is small enough for it to be accurate. the smaller the triangles are, the lower is you latency.
when the graph shows yellow triangles above the line, you client extrapolates, it makes wild guesses what COULD happen, as it does not get enough snapshots to calculate accurately what is happening. moving on a "rubber-band" is likely to occur, i.e. you move forward, and get moved back again = you warp. that is because your client made a wrong guess that is proven false by the next received snapshot, and so you are moved back to were you were according to the snapshot.
Quote:
the following isnt something i recalculated, but it illustrates stuff nicely:
"Remember, the only thing that is "really" happening in-game is what the server is calculating. If the server cannot get this information to the client, the client will render a guess about what is going on. Since players move at about 10 feet per second in the game, one missed snapshot can make a difference of 6 inches in location."

in general the upper line shows your 'income', what you get from the server.
snaps = amount of snapshots from the server. 1s = 1000ms, you get 20 snaps/second. so every 50ms you receive a snapshot. this is where the blue triangles come from.
upper graph only shows how much information is left before your client starts to extrapolate. (and so upper lagometer turns yellow....)
with ut_timenudge you can increase the time freely from 50ms to 100ms max by setting an ut_timenudge value between 0 and 50 that gets added up to the base 50ms. ut_tn is by its design adaptive and can work great. but it also can be buggy as fuck and produce the most weird errors... go try it yourself.
if it fixes stuff and you have not corresponding red/yellow lines in the lower graph causing yellow spikes in the upper graph, then it is most likely the case you have local lag and not lag because of your connection. (LOWER GRAPHIC SETTINGS, helped more than one person yet...)
also if the lower graph has "holes", i.e. no information being processed shown, green suddenly stops and reappears, then your machine is the reason for the lags through gfx stuff somehow.
lower lagometer:
green = all is fine
yellow = delayed/late packets
red = packetloss
one pixel i height should be 20 or 25 ms or so...

there is a difference between 'income lag' (delayed packets/lost packets) and 'local lag' introduced by your machine somehow.
you can have local lag because of your comp being unable to process (no matter how good it is, even if it should be able, still lower your graphics... DONT DISCUSS, TRY FIRST!), even when your connection is perfectly fine.
ut_timenudge increases your local lag, but does not fuck your ping directly. it just makes your machine wait longer for snaps from the server to avoid the yellow stuff (= wild rendering guesses) on the upper area.

###########################################


i hope you guys get the idea how all is related, i cant produce a better explanation out of the box within 5 minutes...



 


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 Post subject: Re: More Slotz!
PostPosted: 08.07.09 
Offline
Godlike
User avatar

Joined: 07.15.08
Posts: 4645
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
stevy ty for the info.
how could i forget to post it where we discuss the lag...

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 Post subject: Re: More Slotz!
PostPosted: 08.07.09 
i dont really understand your second line flo?

anyways, if i post wrong stuff, tell me AFAP. ^^



 


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