Thomas Mink
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Not sure if anyone else experiences this... but the game runs extremely choppy when I try to play it on the net. I have no idea why since it runs silky smooth when I just run my own personal botmatches.
I don't mean choppiness as in lag either... when trying to walk around a map, it's just... *chop*, *chop*, *chop*... and this makes it extremely hard to aim at targets. It just seems odd that it would run perfect when I play alone against bots, but get choppy when playing against other people over the net.
This seems to only occur in Gen... Q3F and vanilla Q3 (eeeeww) work fine over the net.
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ConfusedUs
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It runs smooth as silk for me.
However, Gen does send a bit more traffic for some weapons. The flamethrower is definately one of these. We've been improving the netcode with every release as well. There's some tweaks in 99d too.
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Thomas Mink
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It's not any of that really... can just be two people running around and not using weapons at all and it's all choppy.
I keep forgetting I'm on campus, heh... I'll just assume it's the college connection causing my trouble. Heck, last semester I couldn't play q3, or any game using the q3 engine, at all because it lagged too bad.
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ConfusedUs
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Turn on /cg_lagometer 1 and see if you're getting connection spikes of any sort. Also be sure to try it on the LAN.
Also be sure to try several servers. Here's a list of servers I get on the Eye.
NOBODY'S FFA[GENERATIONS v99c][www.nobodyshome.net] | 122ms | 209.184.234.84:27963 | Players: 2/8
GenArena Central[WHS] .99c | 115ms | 69.56.188.22:27960 | Players: 0/22
GenArena Central wolfy .99c | 91ms | 69.93.4.146:27960 | Players: 0/22
GenArena Europe[WHS] .99c | 191ms | 81.18.162.40:27960 | Players: 0/22
Tumistomb.com[GEN] | 101ms | 204.235.97.70:27961 | Players: 0/14
GetSomewhere.Net's Generations FFA | 66ms | 208.251.233.221:27960 | Players: 0/12
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« Last Edit: 2003-12-04, 08:43 by ConfusedUs »
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Tekhead
Elite
Posts: 1110
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take a look at your netgraph bar and tell us waht you're seeing
cg_lagometer 1
green = good yellow = bad red = worse
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Tabun
Pixel Procrastinator
Team Member
Elite (3k+)
Posts: 3330
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And play around with the following vars: cl_packetdup 0/1 cl_maxpackets (i use 80 for high bandwidth, and 40 for low bandwith conns, but try lots) snaps 20/40 and ofcourse: rate, but you prolly know all about that - i know it's not laggy choppyness, but it didn't seem to be for me either, and playing around helps. - also, it turns out setting mipmap quality to low for my radeon really helps to prevent choppy gfx.
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« Last Edit: 2003-12-04, 11:12 by Tabun »
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| Tabun |
?Morituri Nolumus Mori? |
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OmEgA-X
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ITS PUNKBUSTER I SWEAR ITS PUNKBUSTER!! :angry:
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dna
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I used to have a problem that sounds just like that. Turns out it was caused by my high max framerate - I had it capped at 300. Drove me CRAZY cause I did not think that would cause a problem with net play, but it does. Took me like, a month to figure it out, too. SP with bots was just fine, but hit the net... pffft.
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Dicion
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yeha, cap your FPS at 125
there's no physics benefit after 125
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dna
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ITS PUNKBUSTER I SWEAR ITS PUNKBUSTER!! :angry: PB had some birthing pains, but it's been pretty smooth for me. As long as I remember to update before I play, lol - when it's a month between games, you get out of date.
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Thomas Mink
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Thanks for all the replies and useful information... I too, capped my FPS at 300, mostly because I feel it doesn't matter, heh. Anyway, I haven't tested anything yet... I'll get around to it later. Feel like listening to music right now... and with me... music ALWAYS comes first. Megadeth - Wake Up Dead (Live - Rude Awakening)
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ConfusedUs
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Trust me. FPS have an effect on ping. Not as bad as it did in q2, but the effect is there. Cap it at 125 and you should be fine.
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ReBoOt
Mean ol Swede
Team Member
Elite
Posts: 1294
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com_maxfps also has another effect it will make you jump higher and farther if you increase your com_maxfps...this is really a pain for us mappers since we construct certain areas that shouldnt be reached by simply jumping there or when constructing "trick jumps" if someone increase their com_maxfps they can get there quite easy.. so please use the default value
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ConfusedUs
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The 'sweet spot' is 125fps. Anything above or below that and you don't get the 1 unit higher jump. There's another sweetspot at like 83 or 76 or or somewhere around there, but it's not as good.
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Thomas Mink
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Well ok, here goes...
My netgraph is green, SO green, it's a crime. Anyway, modified a few things that were recommended and the 'chops' were more managable, but are still there. I just think it's my campus connection. Have yet to see how it handles when there's a lot of people on a server though... seeing as how I was alone on every server I tried.
In any case.. thanks much, at least it seems playable over the net now... for the moment.
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Tekhead
Elite
Posts: 1110
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76 is just as good as 125 - trust me
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Lilazzkicker
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I wouldnt mind a steady 76fps with everything tweaked out to its highest.
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dna
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@ 1600x1200x32 If only GF Ti cards could do the AA without stalling out...
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Phoenix
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Actually, com_maxfps over 125 does the extra jump thing too. I've tested it. I've been set at com_maxfps 200 and real fps as high as 148 at 1024x768 and it does it. The 77 number isn't static either. There's a bit of a range to it. The bad thing is you have to be able to HIT the framerate you're set to in order for it to work. Personally I detest this framerate-dependent behavior. Being able to make a jump at one FPS that someone else can't at another is akin to cheating in my opinion. If there was an easy way to code it out I would in order to keep the playing field balanced for all players. At present, the only way to do that is to lock out a range between 70 and 80 fps, and cap everything to 120 or below. There's a quick and dirty way to do that, but it's too severe a penalty to impose on everyone to keep people from upping their framerate to as high as their graphics can go if they wish. It's a shame the snapshot rate from the client couldn't be set to a fixed interval instead. That would help anyone's netplay at any FPS and get rid of little "cheat" behavior like this. Since client-to-server snapshots are, as far as I know, controlled by the .exe it's going to have to stay as-is unless some other non-evil solution presents itself. For now I'll just keep shooting certain people in the back when they hop those crates the wrong way.
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I fly into the night, on wings of fire burning bright...
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games keeper
Elite
Posts: 1375
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something is becoming clear to me now .
no wonder I was owning the place in sof2 with 8fps . the game let me win .
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