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Author Topic: is lag possible without high ping?  (Read 1256 times)

morphles

is lag possible without high ping?
« on: November 16, 2008, 11:38:59 am »
I sometimes play olx with one of my friends,  and for a couple of days he says he perceives lag. (im host) However when i look at his ping its like ~30-50 so seems good enough. His comp is quite good and should not lag (and never did, before). Also should not be upgrade issue since we play beta8 since it was released. Maybe its related to some settings not in ui, like upload bandwidth or sth like that? (it is possible this started after i tested svn (not installed just ./compile and ./start) which maybe silently altered something in options.cfg?


Unrelated question (and pleas don't ask why i ask it): game server runs full game simulation yes not just accept player positions or other limited stuff? (not my idea, just want to check that im right, i had big argument with one person who said online games like get player coordinates from client and don't run full simulation or something along these lines, but i think all networked games have servers (well mostly) and server always runs full simulation).

SteelSide

Re: is lag possible without high ping?
« Reply #1 on: November 16, 2008, 11:58:41 am »
First question:
Set netspeed to what is applicable for you (probably LAN)
It is possible to "lag" without a high ping, you can have sudden interrupts or temporary high pinging packets that would stop the gameplay for a moment.
Running it from SVN would not have altered anything, OLX does not modify any variables unless you do it in config, at most it would have created new configuration options (if there would have been any new in svn, but there are not), which would have been ignored by versions unable to understand them.

Second question:
The server is pretty much a relay in normal play situations, it doesn't really simulate in the way you are thinking of ~~..

But if you turn on Server Sided Health however (it might be removed soon, I'm unsure) then the server will handle kills & deaths on it's side (i assume this is one of the points you were wondering about?) and kill players when the servers sees it as a kill.
SSH is very unfair thou, as you see what is happening since you are on the server with practically no delay at all, and the ones playing on your server can get killed without really even seeing what killed them.
Get yourselves to IRC asap, I'm lonely. (And please change nick from OpenLieroXor)

Michiel

Re: is lag possible without high ping?
« Reply #2 on: November 16, 2008, 12:00:08 pm »
Maybe its because you or your friends have a low fps. like 20 or something. than you game can stutter.

morphles

Re: is lag possible without high ping?
« Reply #3 on: November 16, 2008, 12:41:45 pm »
No fps should not be low, and i didnt change any settings for quite a while and it worked well, so hm its weird.

O so if server doesn't run full simulation, then how does it decide when someone is hit? i.e. lets say server is PlayerC or some dedicated one. There are two players PlayerA and PlayerB now PlayerA shots at PlayerB and "perceives" a hit kill, but PlayerB sees like he dodged it. (this might happen because of some lag(?), rng differences(?), or plain cheating) So what does server do, how it decides who's right without its own simulation going on???

Griffin

Re: is lag possible without high ping?
« Reply #4 on: November 16, 2008, 12:51:49 pm »
O so if server doesn't run full simulation, then how does it decide when someone is hit? i.e. lets say server is PlayerC or some dedicated one. There are two players PlayerA and PlayerB now PlayerA shots at PlayerB and "perceives" a hit kill, but PlayerB sees like he dodged it. (this might happen because of some lag(?), rng differences(?), or plain cheating) So what does server do, how it decides who's right without its own simulation going on???
Players only die if their client sends the kill packet with their worm as the one who was killed.

DarkCharlie

Re: is lag possible without high ping?
« Reply #5 on: November 16, 2008, 12:53:16 pm »
No fps should not be low, and i didnt change any settings for quite a while and it worked well, so hm its weird.

O so if server doesn't run full simulation, then how does it decide when someone is hit? i.e. lets say server is PlayerC or some dedicated one. There are two players PlayerA and PlayerB now PlayerA shots at PlayerB and "perceives" a hit kill, but PlayerB sees like he dodged it. (this might happen because of some lag(?), rng differences(?), or plain cheating) So what does server do, how it decides who's right without its own simulation going on???

It uses the local client's simulation.

morphles

Re: is lag possible without high ping?
« Reply #6 on: November 16, 2008, 01:00:47 pm »
Than this should be super prone to cheating? And would running full simulation on server give that much of the overhead? (well i guess processing it self shouldn't be a problem since if machine already handles that, so its good, so would it skyrocket bandwidth usage? especially if server would just send kill packets and not the bullet positions (or does server side health do just that?) )

Griffin

Re: is lag possible without high ping?
« Reply #7 on: November 16, 2008, 02:34:18 pm »
Than this should be super prone to cheating? And would running full simulation on server give that much of the overhead? (well i guess processing it self shouldn't be a problem since if machine already handles that, so its good, so would it skyrocket bandwidth usage? especially if server would just send kill packets and not the bullet positions (or does server side health do just that?) )
Yeah that's how SSH works... If LX wasn't so bad at handling lag it wouldn't be so much of a problem but.. *sigh*

morphles

Re: is lag possible without high ping?
« Reply #8 on: November 16, 2008, 04:53:18 pm »
Couldn't be that encryption decryption adds good amount of overhead?

And coming back to my primary question, do games like fps, rts, mmo(rpg) do full scale simulation? (if anyone knows)

SteelSide

Re: is lag possible without high ping?
« Reply #9 on: November 16, 2008, 05:09:23 pm »
? There's no encryption in lx.

It differs from game to game if they do full scale simulation, but in practice almost every paid-for game does it server sided, due to else it would be impossible to fight cheaters.
Get yourselves to IRC asap, I'm lonely. (And please change nick from OpenLieroXor)

morphles

Re: is lag possible without high ping?
« Reply #10 on: November 16, 2008, 05:19:42 pm »
Thats shat i thought.

And about encryption, people keep talking about SSH, how is olx played trough/with SSH. Since as much as i know ssh uses encryption.

SteelSide

Re: is lag possible without high ping?
« Reply #11 on: November 16, 2008, 05:39:21 pm »
But if you turn on Server Sided Health however (it might be removed soon, I'm unsure) then the server will handle kills & deaths on it's side (i assume this is one of the points you were wondering about?) and kill players when the servers sees it as a kill.
SSH is very unfair thou, as you see what is happening since you are on the server with practically no delay at all, and the ones playing on your server can get killed without really even seeing what killed them.
Get yourselves to IRC asap, I'm lonely. (And please change nick from OpenLieroXor)

morphles

Re: is lag possible without high ping?
« Reply #12 on: November 16, 2008, 05:44:38 pm »
oooh  that ssh :DD ok thats clear now

albert

Re: is lag possible without high ping?
« Reply #13 on: December 01, 2008, 01:36:34 pm »
About the actual topic: The new upload limitation is good enough too limit the upload and thus your ping will stay low in all situations. That is the main reason why such an upload limit is very important: to keep the ping (the response time) low. (Because if you don't have that and OLX would just use 100% of your possible upload, your ping will increase incredibly high.)

If it lags, it's because either the upload limit is too low to send enough data, or more probably because of a bug in the upload limit check. The problem is, that it does not distribute the upload limit over time well enough. Thus, perhaps in one second, it will send the whole data in the first frame and waits the following second until it is again under the upload limit (that example is a bit extreme, but it shows where the problem is). Actually, I already have implemented some technics in Beta8 to avoid this, to distribute the upload data equally. There are some constants in this code and perhaps the whole problem could be gone by just change some of these constants. Somebody just have to experiment a big around with that.
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