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Author Topic: People with High Pings  (Read 11678 times)
Corvette
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« on: May 19, 2009, 02:14:25 PM »

This thread is designed to address the issue of people with high pings. Here is a youtube demo of Olympus on Digichalk, I set the cg_fov to 90, the default, since Olympus claims to use default settings. He also claims to have dialup and his ping is often about 200 + and sometimes reaches 300.

http://www.youtube.com/watch?v=IciKa3DPu8g

There is also a high quality version, just hit the HD button.

Attached is a demo of the deathmatch that one can watch in OA (must unzip it first).

Notice how it completely looks like he's missing the target but an apparent miss still counts against an opponents health points.
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sago007
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« Reply #1 on: May 19, 2009, 03:07:34 PM »

People have high pings I cannot see what we can do about it?

It will always look like that then spectating a player that is using cg_delag on a g_delag enabled server (the spectator cannot see the lag compensation).

The original unlagged documentation warns about this.
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SharpestTool
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« Reply #2 on: May 19, 2009, 05:15:27 PM »

is there a way for servers to force "rate" higher than the default?

like i know g_delag helps to compensate for this...but it def does not help the feeling of getting shot around corners or behind objects...

my feelings are that there are many OA players who do not know much about configuring their net cvars to get the best/smoothest gameplay...being able to force cvars could help alleviate this...

One caveat: dialup players.
The solution-force "rate" to only 10000 instead of the typical maxxed out 20-25k.
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Cacatoes
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« Reply #3 on: May 20, 2009, 12:38:00 AM »

Sago made something in new QVM to help people to configure their connection, a checkup the first time they start the game in multiplayer mode.
A clear warning about lag could help.
Tips at game start could be an idea too Wink

Being admin of a server, you can check rate of every player, I should do that more often, but I hope people who complain about their own lag are ones who put effort into checking their game options, seems natural to me, even if it's not obvious that this parameter will change anything and is not for statistic or decorative purpose.
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menganito
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« Reply #4 on: May 20, 2009, 01:35:19 PM »

The solution-force "rate" to only 10000 instead of the typical maxxed out 20-25k.

Don't sv_minrate and sv_maxrate force the rate server-side?

Anyway, I don't really see what is the problem in the video, except delagged isn't enabled by default, or is it?
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Corvette
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« Reply #5 on: May 20, 2009, 09:34:32 PM »

The solution-force "rate" to only 10000 instead of the typical maxxed out 20-25k.

Don't sv_minrate and sv_maxrate force the rate server-side?

Anyway, I don't really see what is the problem in the video, except delagged isn't enabled by default, or is it?

The problem is that anyone versing him gets hit out of nowhere, it's like he hits you from behind walls. You can't see where he comes from, he just comes from nowhere and you're dead. Everyone complains about it, even the best players can't come close to his score but there is no way to really defend against him because he pops out of nowhere and kills you. Can't see him move his gun to a particular position to doge, you just get hit.
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menganito
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« Reply #6 on: May 23, 2009, 04:07:11 AM »

Well, I never experienced that, but it seems logical and ther is no defense against it I can see, except setting max ping to 100 or so, or inventing som sort of time travel, that would help me go ahead and see the enemy.
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Marquis De Sade
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« Reply #7 on: May 26, 2009, 05:42:43 PM »

I know to whom corvette is referring to. To try to combat around that player, I have tried some changes to timenudge, but doing so makes the experience worse(for me at least), against people with good pings. I also don't know if the server we use does have the unlagged(g_delagHitscan, right?) enabled or not. The problem is when people with such high pings and with very low rates, the 'shot me around the corner' always happens. So, due to his 'lag' or whatever you want to call it, from varying of factors, you can't easily play a game. You need to play as you normally would against all other players, but then shoot earlier, jump earlier when he is in the vicinity. But in a high paced game, you know you can't play two different ways. I personally am going the route of startng up a new server with a ping check(150ms), to combat around this type of problem. It sucks, because where we(good pings) are in the game is different from where he(bad ping) is, and then the server needs to reconcile all of that and that's where we run into 'he shot me around the corner' bs.

Anyway, I recommend server side forcing some options, and also doing a ping check.
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Marquis De Sade
SharpestTool
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« Reply #8 on: May 30, 2009, 01:58:52 PM »

Perhaps if the person's ping is above 300, don't  unlag their shots?
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Marquis De Sade
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« Reply #9 on: May 30, 2009, 02:37:48 PM »

Perhaps if the person's ping is above 300, don't  unlag their shots?


We dont have any control on that server. But I did create one, and it is an unlagged server. It's 'ciggaweed - no bitchassness' for any who might be interested in trying it out.
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Marquis De Sade
sago007
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« Reply #10 on: May 30, 2009, 03:23:18 PM »

You need to play as you normally would against all other players, but then shoot earlier, jump earlier when he is in the vicinity. But in a high paced game, you know you can't play two different ways.
The idea behind unlagged is that you don't have to play in two different ways, just shoot directly at him and regardless of his or your lag you will hit. In ordinary play you will need to look at your own ping and then calculate how much in front of the enemy you need to hit.

Unlagging a server is just trying to make it a bit more fair, so low pings are not that superior anymore (they still have the advantage though). With a limited number of players you cannot expect everyone to be able to connect to a server with a low ping.

In a time where every game demands broadband it might be hard to accept that dial ups should be allowed to play along.

The only way to solve the problem is to get people spread out to more servers, so they ping connect to low ping servers.

For spectators it could be nice to do delayed spectator, so that you can see what the client sees.
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