Author Topic: Lag Advantage  (Read 2600 times)

Offline Redd

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Lag Advantage
« Reply #45 on: April 28, 2004, 06:49:26 PM »
Can you read KJ ??   - jaxxo is not talking about warping - has never talked about warping.


He is talking about something completely different.


He is saying that internet lag is giving them an advantage by allowing them to pull off seemingly impossible moves.


please read what has been written about the difference between lag and warping (missing packets)
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Offline kj714

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Lag Advantage
« Reply #46 on: April 28, 2004, 07:09:50 PM »
You learn to read Redd, the article posted by Ghost says net lag affects both gun hits AND POSITIONAL DATA. Not just lost packets, professor.

At any rate, I'm outta here, tired of debating the issue.

"So how does net lag fit into all this? All this message exchange and processing takes time. In order for a gun hit to register on the target's computer, the hit message has to be sent to the Host (anywhere from 1/8th to 1/4th of a second), processed by the Host (anywhere from 1/4th to 1/2 a second, depending on how busy it is), then sent to the target's FE (anywhere from 1/8th to 1/4th of a second). Thus a hit can take up to 1-2 seconds to register, assuming no other (net) delays in communication. Damage to the target gets bounced back to the shooter from the host (not from the other guy's FE), so that the shooter's FE can shows parts falling off and other effects. Positional Data is done the same way, each FE sends positional data for it's plane approximately two times a second to the host. This information is processed, collated, and sent to all the appropriate FEs. This can take a second or two. Here is where the delay occurs. It is vital to remember that any other plane you see in the air is actually their position 1-2 seconds ago on their FE, not their position on their FE at that instant. Thus their actual position could be 1-2 seconds "further along" in reality, on their FE. In addition, your position on their FE is 1-2 seconds old, thus is 1-2 seconds "further behind" in reality."

Offline Redd

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Lag Advantage
« Reply #47 on: April 29, 2004, 12:25:37 AM »
Quote
Originally posted by kj714
You learn to read Redd, the article posted by Ghost says net lag affects both gun hits AND POSITIONAL DATA. Not just lost packets, professor.

At any rate, I'm outta here, tired of debating the issue.

"So how does net lag fit into all this? All this message exchange and processing takes time. In order for a gun hit to register on the target's computer, the hit message has to be sent to the Host (anywhere from 1/8th to 1/4th of a second), processed by the Host (anywhere from 1/4th to 1/2 a second, depending on how busy it is), then sent to the target's FE (anywhere from 1/8th to 1/4th of a second). Thus a hit can take up to 1-2 seconds to register, assuming no other (net) delays in communication. Damage to the target gets bounced back to the shooter from the host (not from the other guy's FE), so that the shooter's FE can shows parts falling off and other effects. Positional Data is done the same way, each FE sends positional data for it's plane approximately two times a second to the host. This information is processed, collated, and sent to all the appropriate FEs. This can take a second or two. Here is where the delay occurs. It is vital to remember that any other plane you see in the air is actually their position 1-2 seconds ago on their FE, not their position on their FE at that instant. Thus their actual position could be 1-2 seconds "further along" in reality, on their FE. In addition, your position on their FE is 1-2 seconds old, thus is 1-2 seconds "further behind" in reality."






the paragraph you have inserted describes  lag and how it works, NOT the warpy behaviour you have been  talking about throughout this thread, which is typically caused by missing packets of information.


The FE seems to be able to handle a certain amount of lag by smoothing the plane position for you - as long as it keeps getting packets of data - it's when the packets go missing that it gets really screwed up and the planes starts jumping all over the screen.

The impact of lag you will normally feel rather than see - getting hits way after you pass the plane , guys blowing up 2-3 seconds after you shoot them.

it's not 100% science , it's the intenet after all , crap happens

Maybe Skuzzy or someone can explain it better than I have been able to. hell I didn't write the code and I'm not a techo, it's just my undertanding from my experience in the game.

Anyway this has gone on way too long  - we will agree to disagree  :)

Redd
I come from a land downunder

Offline Shane

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Lag Advantage
« Reply #48 on: April 29, 2004, 01:33:48 AM »
lag = latency = time for data to make the trip, i.e.  "things in trhe rearview mirror are closer than they appear"

warp = variance = data that got lost along the way, one sees a positional update with better data "jump" the plane elsewhere.

you can have one without the other. varous things on one's front end (your pc), the routing (path between HTC from you and back to you) and HTC's servers can affect what one "sees" on their end.

i'm not gonna go into it here, do what i did way back when and read up on the issue.
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