lag?

Snackpack

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Nov 20, 2010
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25
this happens to me all the time in dod:s and in tf2: i'll be running behind cover, and then get killed when i'm already safe behind the wall. is that lag or just how the source hitboxes work?
 
I usally have 150 - 200 FPS. I also see that sometimes.
My answer, for myself atleast, is the combo between wireless internet and delay from myself and the person shooting.
Gaming never will be perfect on that account.
 
I also think its due to the internet.. Are you from the USA? If so your ping should be lower and cause less delay! Us Europeans have huge delays due to terrible ping :(
 
Lag comes and goes but my connection stays connected...

"wars come and go, but my soldiers stay eternal"
 
The exact same thing happens to me when mi ping is over 130 and the guy who killed me has a 40 to 60 ping. In ex. Im in bench alley running to get inside axis sniper house, in my monitor, my character appears to be already inside but suddenly some one just turn around the corner and shot me outside the house.

Conclusion: get a better ping. I noticed somewhat in between 80 is fine for me.
 
Ok,

Where the heck is ronpaul? I think I know the answer but I don't feel like typing it... it takes to long.
 
Does someone have a rates calculator for your internet speed? I've tried some by googling but they don't work.

Alternatively if someone could post an autoexec that seems to be working well?
 
Yep. I have little or none choke but I still sometimes teleport back to a spot and get shot.
 
Hehe, well....

Basically, the game engine has to somehow compensate for differences in ping between two players. The server keeps a state table of every player connected which is updated by players' game clients sending "command" updates at a rate of cl_cmdrate xx. xx = number of updates per second, a good default is 66, so your client would send an update to the server 66 times a second or once every .015 seconds. It works similarly as the server sends out updates to clients about the position of players, objects, and of events like shots, destruction, grenades, etc. The problem is, with your higher ping it means your client updates take longer to reach the server than somebody with lower ping, and you also receive server updates slower than the other player. What happens when you get shot behind a wall and "teleport" or get "dragged" a few feet away like you are describing above is that, effectively, the server went back in time (it keeps a history of several server-state "snapshots").

What that means is that the enemy player saw you out in the open, fired a shot, their game sent a command update to the server with the position and time of the shot and the server checks to see if you were at the position when he fired the shot. If you were, and if you've moved, the server will warp you back to the position you were shot and it will register, killing or wounding you. Usually you see this happening with players that have higher ping. This is their idea of lag compensation, frustrating but once you understand how it works it's a lot easier to deal with. If this mechanism didn't exist then every time a player with a higher ping shot at you while moving they would miss, and they would have to 'lead' you in their crosshairs to get a hit, because every time the server checked your position and you obviously wouldn't be there any longer because they'd be looking into the past.

Even with the very best and optimal rates, this is going to happen to you if you're fighting an enemy with a much higher ping. It's a game mechanic that will not change.

If you're getting choke, lower your cmd and updaterates. If you're getting loss then your ISP is unstable and there's nothing you can do. A good 'rate' is 25000-30000.

Hope that makes sense!
 
Last edited:
Hehe, well....

Basically, the game engine has to somehow compensate for differences in ping between two players. The server keeps a state table of every player connected which is updated by players' game clients sending "command" updates at a rate of cl_cmdrate xx. xx = number of updates per second, a good default is 66, so your client would send an update to the server 66 times a second or once every .015 seconds. It works similarly as the server sends out updates to clients about the position of players, objects, and of events like shots, destruction, grenades, etc. The problem is, with your higher ping it means your client updates take longer to reach the server than somebody with lower ping, and you also receive server updates slower than the other player. What happens when you get shot behind a wall and "teleport" or get "dragged" a few feet away like you are describing above is that, effectively, the server went back in time (it keeps a history of several server-state "snapshots").

What that means is that the enemy player saw you out in the open, fired a shot, their game sent a command update to the server with the position and time of the shot and the server checks to see if you were at the position when he fired the shot. If you were, and if you've moved, the server will warp you back to the position you were shot and it will register, killing or wounding you. Usually you see this happening with players that have higher ping. This is their idea of lag compensation, frustrating but once you understand how it works it's a lot easier to deal with. If this mechanism didn't exist then every time a player with a higher ping shot at you while moving they would miss, and they would have to 'lead' you in their crosshairs to get a hit, because every time the server checked your position and you obviously wouldn't be there any longer because they'd be looking into the past.

Even with the very best and optimal rates, this is going to happen to you if you're fighting an enemy with a much higher ping. It's a game mechanic that will not change.

If you're getting choke, lower your cmd and updaterates. If you're getting loss then your ISP is unstable and there's nothing you can do. A good 'rate' is 25000-30000.

Hope that makes sense!

Finally... :glare:
 
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