Author Topic: CPU speed, time stamps, and bullet misses  (Read 1012 times)

Offline Skuzzy

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Re: CPU speed, time stamps, and bullet misses
« Reply #15 on: September 07, 2011, 03:16:27 PM »
Simply put.  If you fire and hit something, that something is going to take damage.  There is only two ways that cannot happen.  If either end hard disconnects from the server, the packets cannot be delivered.  

A hard disconnect is defined as the computer blows up, or the ISPs routers all die at once, or the server blows up, or something similar.

Is it possible for a packet to time out or exceed retry limits?  Sure, but the numbers for that are so extravagant as to not really be a factor.
« Last Edit: September 07, 2011, 03:18:29 PM by Skuzzy »
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Offline Vinkman

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Re: CPU speed, time stamps, and bullet misses
« Reply #16 on: September 07, 2011, 03:24:46 PM »
Simply put.  If you fire and hit something, that something is going to take damage.  There is only two ways that cannot happen.  If either end hard disconnects from the server, the packets cannot be delivered.  

A hard disconnect is defined as the computer blows up, or the ISPs routers all die at once, or the server blows up, or something similar.

Is it possible for a packet to time out or exceed retry limits?  Sure, but the numbers for that are so extravagant as to not really be a factor.

That's simple.  :D    But only adresses teh transmission of hit data, not the calculation of hit data.

So is there any real chance my FE is incapable of calculating all the possible object intersection per sec, and simply skips some?   :salute 
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Offline Skuzzy

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Re: CPU speed, time stamps, and bullet misses
« Reply #17 on: September 07, 2011, 03:40:35 PM »
No.
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Offline Vinkman

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Who is John Galt?

Offline jocrp6

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Re: CPU speed, time stamps, and bullet misses
« Reply #19 on: September 08, 2011, 12:22:50 AM »
so what kind of packet loss is this?  look careful at the foto's boy's and girls, and you can count the gun number by tracer smoke,  1v1 also no one else around and im getting lit up! some things I just don't question anymore,





Offline gyrene81

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Re: CPU speed, time stamps, and bullet misses
« Reply #20 on: September 08, 2011, 07:20:05 AM »
that's not packet loss jocrp6, that's latency or "lag". pic 1 looks to be normal. you shouldn't be getting hit in pic2. no idea what's going on in pic3 and 4.
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Offline Skuzzy

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Re: CPU speed, time stamps, and bullet misses
« Reply #21 on: September 08, 2011, 09:03:48 AM »
so what kind of packet loss is this?  look careful at the foto's boy's and girls, and you can count the gun number by tracer smoke,  1v1 also no one else around and im getting lit up! some things I just don't question anymore,

What you just described is pure simple lag.  Extreme lag, but lag nonetheless.  Once someone fires and hits you on thier front end, the server will get that hit packet to you, regardless of how bad your connection is.  It could be up to 30 seconds later, but it will get delivered.
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