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 | LAG 2 (The Sequel) |  |
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Friend
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Posted: Wed Jul 04, 2007 12:19 am |
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Probably one for Ed or someone not as Welsh!
OK on sucking eggs etc ...
What is Lag ... as WE on Arma experience it?
Technically Lag on the internet, historically, used to be an event happening AFTER you expected it- due to distance from server + processing time of servers, routers etc.
But on arma we have the white 'lag diamonds' which (I assume) are an indication of the area you or the opponent possibly could be occupying taking 'lag' into consideration.
So a few questions: (Coz me thick probably!  )
In an ideal world...assuming not downloading porn again! (CTers!) - and not on a 286
...if my ping (time to send a signal to - and receive it back from server) is say 100 ... and an opponents is 200....what is the relative lag? ..300? ...a POSSIBLE 300? ... so .3 of a second betwen the two of us? ....anywhere inbetween? ....or what?
Is his lag diamond gonna be larger than some other player whose ping is lower?
Does this mean ..when cries of "WTF - LAG!" are heard that it's bollocks because the lag is the same for us both? ..as in a value of 300? ...AS IF!
I'll have more questions I feel sure! :0 |
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Friend
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Posted: Wed Jul 04, 2007 2:13 am |
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That makes sense.
(Off topic? oO) |
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Maniac
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Posted: Wed Jul 04, 2007 4:11 am |
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Think of it that both you and an oppenent send a turn right/turn left command to the server at exactly 7:00:00.00000 PM. Let's take your example in which you have 100 ping (round-trip) and the opponent (me for this case) has 200 ping. The command reaches the server at 7:00:0005 for you, but 7:00:00.001 for me. The server now sends the info back to both of us, letting you know I turned left and letting me know that you turned right. It is sent to you at 7:00:00.0005 and to me at 7:00:00.001. Again, since you're closer to the server and the command was sent earlier, you are alerted that I turned left, before I know. In fact, you are alerted that I turned left, just as the server gets my command.
The problem is that my computer has yet to recieve the command from the server that you turned right. So, on my screen, it appears that I have turned left, but I haven't seen that you've turned right. I continue going straight not knowing that you've turned and run into your wall.
Even though this all happened in way less than a second (sorry if I calculated the times out incorrectly  ), since there is a so little rubber, combined with the precision needed to play tron, AND the fact that it's normally not one turn, but the collection of turns done in a short span of time that causes the lag and confusion as to where the opponent REALLY is. |
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Ex-CTer
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| Grid Name: syllabear |
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Posted: Wed Jul 04, 2007 9:06 am |
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lets just say, try and keep out of the enemies white shape... then u be safe!
im not sure exactly how lag/ping affects the size of the shape, though i do know if it does, it affects it far less than speed does
it is more probable that the higher your ping, the more chance the opponant is at the edges of the shape (since they are not always at the edges |
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_________________ Ex- [CT]Syllabear
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A key that opens many doors is a master key. A lock that is opened by many keys is a shit lock
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 | Re: LAG 2 (The Sequel) |  |
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Wacko
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Posted: Thu Jul 05, 2007 7:38 am |
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| Ogre wrote: | | if my ping (time to send a signal to - and receive it back from server) is say 100 ... and an opponents is 200....what is the relative lag? ..300? ...a POSSIBLE 300? ... so .3 of a second betwen the two of us? ....anywhere inbetween? ....or what? |
Depends on how you define “relative lag”. if your ping is .1s and the other guy's is .2s, a signal would take .3s to get from you to the server, the server to the other guy, back to the server, and back to you, + processing time inside the server and clients (which can be quite high as the clients only evaluate packets once per frame, so a framerate of 25Bq means up to .04s extra lag).
What you usually care about, however, is the time it takes for the other guy's turn to reach it, and that's about half the roundtrip time, .15s.
About lag-o-meters: as far as i know, if your client gets a packet with a turn this packet contains the time the turn occured at (which is in the past as the packet had to get to you). The client simply takes the difference between that time and the current time, multiplies it with the cycle's speed and uses that to scale the lag-o-meter appropriately. That's also why you don't see the lag-o-meters at the very beginning of a round, because if the cycle hasn't turned yet the client doesn't know its lag… |
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Ex-CTer
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Posted: Thu Jul 05, 2007 9:09 am |
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@ kyle
then how come i am da king of instas?
do i make people lose packets? |
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_________________ Ex- [CT]Syllabear
Ex- [FE]Syllabear (leader)
A key that opens many doors is a master key. A lock that is opened by many keys is a shit lock
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Wacko
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Posted: Thu Jul 05, 2007 3:42 pm |
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| syllabear wrote: | then how come i am da king of instas?
do i make people lose packets? |
There is a certain condition where the server can't determine for sure who should die if one player collides with the wall another player just left, it can't know who was there first. It's related to ping charity and only happens if you turn directly after the collision point. In that case the server simply kills the player with the lower ping, regardless of rubber. |
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Friend
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Location: UK
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Posted: Fri Jul 06, 2007 9:49 am |
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Thanks for explainations .... outstanding replies ...and I actually understood them!
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| wrtlprnft said .......There is a certain condition where the server can't determine for sure who should die if one player collides with the wall another player just left, it can't know who was there first. It's related to ping charity and only happens if you turn directly after the collision point. In that case the server simply kills the player with the lower ping, regardless of rubber. |
.... and I'm glad that, when it comes down to it ... If there's lag aorund and you die ...that "There's still a little magic in the air"! |
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