Lag
Moderator: Nod_Nod_Nod
Lag
What about server lag?
is 4 days that all guys lag as hell!
is 4 days that all guys lag as hell!
I can confirm big laggs, especially after 100+ structures placed.
My Youtube Channel:
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
Yeah, it doesnt depend on structures, just tested. Clean map, almost no structures, all 100+ ping.
My Youtube Channel:
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
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.
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.
1.1 works good, little lagg for me, but 1.2 is going mad.
My Youtube Channel:
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
Please help my ass and click on link, im a poor bitch...(+ ill make some trem videos too )
http://adf.ly/2qaKp
BTW if devs don't do sth about that here how ubp will look like, to quote Ams:Lanac wrote:1.1 works good, little lagg for me, but 1.2 is going mad.
"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?
I completely disagree with grmg.pl.
2. Delta encoding.
3. Tracing checks only a few polygons and hitboxes.
1. Why AABB collisions would be slow enough to affect server's performance?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.
2. Delta encoding.
3. Tracing checks only a few polygons and hitboxes.
Delta encoding.So the server has to relay to everyone who applies where the everything that You currently see is
Quake 3 networking makes sure that none of server/client commands are ever dropped.But it doesn't coz someone else got first in line
Quake 3 is reliable and designed for shitty hardware, so few hundred buildables isn't a problem on new processors.And, knowing life as it is, its probably the software not hardware related. Remember - Q3 is 1998
1. Networking (UDP can drop packets if connection is shitty or slow).If not this, then whats causing the lag in Your opinion?
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.
Also known as the invisible man.