Set it to 1, and set smoothtime .5 ( unless its limited, go for max)
You'll notice that its really different from the "smooth" play you see now =D
I use cl_smooth 0 i have it set in my config file and i dont get the puppets...where are my freakin puppets dammit! lol j/k i do have it set in my config to 0 but thats how i have my game setup and i hardly ever see the jerkiness...accept when i get the occasional latency lag spikes. good info Khaotik. thanks. LaterZ
Set it to 1, and set smoothtime .5 ( unless its limited, go for max)
You'll notice that its really different from the "smooth" play you see now =D
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see... now Im sorry but this is definately not in my head... my rates was messed up just the other day and everytime I shot at someone I would see bad lag, SO! I checked my rates and they was wrong so I changed them and I didnt lag anymore... so no offense but... its definately not in my head. now Im not saying the constant bitching about rates is necessary, I honestly think people bitch way to much about them. The only reason I have ever said anything about rates is when I see a person lag and their rates are wrong, and I dont tell them to fix them I just suggest that it may help with their lag issue. just to help them out.
SmurfSniper, think of it this way.
The server is forcing Your cleint to send data, No matter what the client is doing.
This bascially is like so-->
Server says, send me 50 pkt. Your client says, No, here is 40PKT.
The server says Fine then, I will Take 50 PKT regardless.
Due to This, You arrent sending Your command packets to the server, you are sending your command packets +filler packets to the server.
meaning, You harm yourself with bad registry.
But everyone can hit you just fine.
Read this excerpt.
See SourceSDK discussion at valve for more info on interp and data.
Skip the coded section for the highlighted Pertinent point.
Lets assume a player has a network latency of 150 milliseconds and starts to move forward. The information that the +FORWARD key is pressed is stored in a user command and send to the server. There the user command is processed by the movement code and the player's character is moved forward in the game world. This world state change is transmitted to all clients with the next snapshot update. So the player would see his own change of movement with a 150 milliseconds delay after he started walking. This delay applies to all players actions like movement, shooting weapons, etc. and becomes worse with higher latencies.
A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely. Client-side input prediction (cl_predict 1) is a way to remove this delay and let the player's actions feel more instant. Instead of waiting for the server to update your own position, the local client just predicts the results of its own user commands. Therefore, the client runs exactly the same code and rules the server will use to process the user commands. After the prediction is finished, the local player will move instantly to the new location while the server still sees him at the old place.
After 150 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier. Then the client compares the server position with his predicted position. If they are different, a prediction error has occurred. This indicates that the client didn't have the correct information about other entities and the environment when it processed the user command. Then the client has to correct its own position, since the server has final authority over client-side prediction. If cl_showerror 1 is turned on, clients can see when prediction errors happen. Prediction error correction can be quite noticeable and may cause the client's view to jump erratically. By gradually correcting this error over a short amount of time (cl_smoothtime), errors can be smoothly corrected. Prediction error smoothing can be turned off with cl_smooth 0.
Predicting an object's behavior only works if the clients knows the same rules and state of the object as the server. That's usually not the case since the server knows more internal information about objects than the clients do. Clients see only a small part of the world and just get enough information to render objects. Therefore, prediction works only for your own player, and the weapons controlled by you. Proper prediction of other players or interactive objects is not possible on the client at this point.
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Invalid rates hurt Only the client, not any other player, End of story.(as stated in the except)Since the server will take by force what you do not.
So, admins holding cleint hostage for invalid rates is bullshit.
Thank you.
Last edited by khaotik; 07-26-2010 at 06:04 PM. Reason: Automerged Doublepost
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the above is true to the extent that its sickening to see how many people we have that dont know the game.
I know all about what your saying... I think I am being misunderstood or I'm not very clear.. I agree rates should not be enforced the way people do. Why I'm saying is if someone is seeing lag on their end helping them set the correct rates will help their lag. My lag I had wasn't seen by people in the server. It was seen by me... now I'm not saying we be rate nazis about it I'm saying if someone's seeing lag or choke thiscould still be a possible solution
yea but this thread was made so people understand punishing people in the server for bad rates is not acceptable....being a nice person is one thing taking someones game play is unacceptable.
.....baddie
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Setting appropriate rates per server will help you mesh better with the server .
Rates shouldnt be enforced,only encouraged to use correct rates for optimal registry, Against other players.
Bad rates have no factor on you being hit, but rather, you hitting other players.
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I definately agree with that badfish.
lol thanks khaotik, your better with words than I am. This is what I was trying to say in the first place....
Ive tried to explain this to regs that bitch in the server about rates before and its like talking to a wall....
Indeed.
For some reason i have no idea, someone thinks they know something when they dont know anything at all.
Very annoying.
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