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Is this lag, or is this normal?
#1
Hi everybody. I'm wondering if this is called lag or it is normal behaviour:
when you shoot at some obstacle, like a can, you can see the bullet hole instantly, but it starts moving (flying away for example) in approximately 0.5-1.5 seconds. I can't measure the full time, but it's about that.
Also, people, when coming from a corner appears only about ~1 second later. And one more example would be this: somebody shoots, you get behind the corner or crouch, then after 0.5-1 seconds it appears as you went back in time and got shot without crouching or moving behind the corner. Real ping is 20-30ms, FPS meter shows the server as perfect quality.

Is there any test I can do, or any configuration option I could try? Currently main config options (and the computer/internet like are both good quality):
sv_maxrate 100000
sv_minrate 25000
cl_maxcmdrate 66
cl_mincmdrate 66
sv_maxupdaterate 66
sv_minupdaterate 66
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#2
no that's not normal. btw, server netsettings all start with sv_, not with cl_, so it must be:
sv_maxcmdrate 66
sv_mincmdrate 66

I don't think this is your problem though (standard settings should be also fine). is it only for you, or do other players have the same problem? and please give us details on the server:
http://www.fpsmeter.org
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide (Linux Kernel HOWTO!)
Do not ask technical questions via PM!
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#3
Hm.. I got that problem too, only on my Gmod server tho.
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#4
Server configuration:
OS: Ubuntu 10.10 with zen kernel compiler using your guide, BehaartesEtwas.
CPU: Xeon X3440 and another machine: Intel® Core™ i3-550, 2x2x3.2Ghz.
Ram: 8 GB DDR3-RAM ECC and other machine: 4 GB ECC DDRIII.
Game(s): CS:S. Wouldn't know how to try other games, because they aren't as precise, as CS:S. Maybe except DOD:S, which I don't have.
Startup: ./srcds_run -console -game tf +map ctf_2fort +maxplayers 24 +fps_max 0 -secure +port 27015
Mods: SM/ES. Same was happening with a clean server.

I think it's not network issue, as it happens for people from different countries even, and on different machines from different countries and companies, and I have no idea what that install script is. So that's all, I think.
And I just wrote those settings wrong here, they are correctly set in the server.cfg file.
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#5
Nobody experienced such a problem? :/
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#6
This is a known thing with the source engine. The client and server run in different time configurations. In order for the client to see other clients, the server has to send all information between clients. Because the data is old (not in present time) the server tries to update information with what happened previously, hence the jumps etc.

There are some client commands you can use to experience better gameplay, but I can't remember them.
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#7
Well, rate 10000, cl_cmdrate 66 and cl_updaterate 66 doesn't help.
Also, this doesn't seem to be happening on other servers, so maybe it's something with my server configuration, which isn't as most of the users default configuration?
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#8
I think one of them is cl_interp.

If its not happening on other servers, its probably due to a lower latency, thus "faster" reactions and predictions.
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#9
yes, I forgot in my statement: it's not normal unless you or someone else has a very high ping. you can expect some "strange" behaviour in the order of the sum of your and the respective opponent's ping. but usually this should be into the past, not into the future, i.e. he shoots you but you live a short time longer and e.g. hide behind a corner before you die. usually you get set back to the position where you really died, so for you it seems you jump back in time. that's perfectly normal and the only way things can be handled correctly and fair. from your opponent's perspective he killed you right at that position and you did not even move behind that corner.

the described behaviour by you looks like you have a very high ping on that server, or you have some very high cl_interp setting (which effectively increases the ping -> which doesn't mean you should set it to 0). cl_interp should be 2-3 times the time between two ticks, i.e. (at tick 66) 0.03 or 0.045 (or something similar). 0.1 would also be fine, but not 1.0 or so...
http://www.fpsmeter.org
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide (Linux Kernel HOWTO!)
Do not ask technical questions via PM!
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#10
Thanks, this helped. I thought it's my server's problem, as some people reported this also, when ONLY playing on my server. Guess they were lying then... For other part of the players it's normal, no lag whatsoever...

Anyway, thanks for your help.
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