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Lag

Posted: Mon Oct 17, 2011 10:05 am
by Castyo
What about server lag?
is 4 days that all guys lag as hell! :shock:

Posted: Mon Oct 17, 2011 11:25 am
by Rotacak
They have big ping?

Posted: Mon Oct 17, 2011 2:13 pm
by Castyo
Hi Rota, ping around 100-150 (some guys as Harfaxos have ping around 30-50ms), but great lags during game, and all guys lag.
Problem with hardware of server?

Posted: Mon Oct 17, 2011 2:23 pm
by Lanac
I can confirm big laggs, especially after 100+ structures placed.

Posted: Mon Oct 17, 2011 2:35 pm
by Castyo
look like hardware problems... :roll:

Posted: Mon Oct 17, 2011 2:51 pm
by Lanac
Yeah, it doesnt depend on structures, just tested. Clean map, almost no structures, all 100+ ping.

Posted: Mon Oct 17, 2011 3:16 pm
by grmg.pl
Its not "ping-lag", its structure related.

The server job is to:

1. Record (not in a hhd "record like" ofc) hit-boxes and bounding-boxes of structures and players, in relation to map geometry.

2. Once the server knows where the particular hit-box and bounding-box is, it sends the coordinates to players who apply.

3. Check if the players hit enemies.

Now, if we have lets say, 20 players and around 30 structures on us1 or eu, thats no problem. The problem arises if we go on ubp. Now the server have to deal with 20 players and how much structures? I say 200-300 in both teams rounded. So the server has to relay to everyone who applies where the everything that You currently see is, plus check for hits. But it doesn't coz someone else got first in line (can't say if ping matters here). That is why u cant see what killed u, not even in console.

And, knowing life as it is, its probably the software not hardware related. Remember - Q3 is 1998. It wasn't designed to chew that much data.

Posted: Mon Oct 17, 2011 3:27 pm
by Castyo
new engine of quake was relased...but trem crew didn't update trem...
so better hardware can really help with this lags?

Posted: Mon Oct 17, 2011 3:44 pm
by Lanac
1.1 works good, little lagg for me, but 1.2 is going mad.

Posted: Mon Oct 17, 2011 5:13 pm
by grmg.pl
Lanac wrote:1.1 works good, little lagg for me, but 1.2 is going mad.
BTW if devs don't do sth about that here how ubp will look like, to quote Ams:

"The only thing that humans have to do is to build enough to lag aliens."

Ever tried to pounce or chomp or zap at lag and it went better than luci or chainspam?

Posted: Mon Oct 17, 2011 5:32 pm
by Rotacak
Castyo wrote:better hardware can really help with this lags?
No. I can restart server, sometime it can help. Server working ok. Structures + map can cause big lag (big ping). I think that we cant do anything against it.

Posted: Mon Oct 17, 2011 5:48 pm
by Redman
I completely disagree with grmg.pl.
grmg.pl wrote:The server job is to:

1. Record (not in a hhd "record like" ofc) hit-boxes and bounding-boxes of structures and players, in relation to map geometry.
2. Once the server knows where the particular hit-box and bounding-box is, it sends the coordinates to players who apply.
3. Check if the players hit enemies.
1. Why AABB collisions would be slow enough to affect server's performance?
2. Delta encoding.
3. Tracing checks only a few polygons and hitboxes.
So the server has to relay to everyone who applies where the everything that You currently see is
Delta encoding.
But it doesn't coz someone else got first in line
Quake 3 networking makes sure that none of server/client commands are ever dropped.
And, knowing life as it is, its probably the software not hardware related. Remember - Q3 is 1998
Quake 3 is reliable and designed for shitty hardware, so few hundred buildables isn't a problem on new processors.

Posted: Mon Oct 17, 2011 7:35 pm
by grmg.pl
I'm not gonna question stuff i know little about, so I'll take Your word for it.


BUT:
Redman wrote:Quake 3 is reliable and designed for shitty hardware, so few hundred buildables isn't a problem on new processors.

If not this, then whats causing the lag in Your opinion?

Posted: Tue Oct 18, 2011 1:15 pm
by Redman
If not this, then whats causing the lag in Your opinion?
1. Networking (UDP can drop packets if connection is shitty or slow).
2. Server may not be getting enough cpu time (too slow host machine or too many running processes).
3. Renderer slows down game strongly enough to make client drop packets or process them not frequent enough.