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Lag whenever Multiple people fight (not low fps)

Started by Deathrender, March 01, 2010, 10:40:26 PM

Deathrender

I know it's lag because I maintain a steady rate of 90 fps. It drops to 80 when this happens.
Video card: nVidia 9100m G
Sound card: RealTek audio
antivirus: AVG 9.0 and Spybot Search and Destroy
Windows version: Windows 7 home premium
Laptop.


I changed the quality to the lowest I could get, closed all other programs and i'm still laggy.
Ran as admin and XP compatibility.

Aviator

Well honestly you shouldn't be too worried because 80 fps isn't bad lol

And it's not lag, it's FPS lag meaning it's just the framerate dropping. I might be wrong so in the console [~ key] type in /cg_lagometer 1 and if that changes from what it normally is then it's lag.

mooseberry

To the human eye there isn't a difference between 80 fps and 90, but it sounded like he was saying his fps drops AND he lags. I think more clarification is needed here by the OP.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Aviator

Oh I see..uhh...hmm try turning cl_maxpackets to 125, make sure snaps is at 20, and also make sure rate is at 25000. Not sure if that will help, but when someone told me to do that it sure helped me.

David

The default rate is 3000, set for 56k modems.  Setting it to 25000 makes a massive difference, especially when lots is going on.

And he specifically stated it wasn't an FPS problem >_>.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

nubcake

I never knew internet lag would affect FPS? I can get 400 ping on some servers and still maintain 90fps, but on transit with 24 players my FPS drops from 90 to 80 sometimes. I have 4gb ram, 3GHz dual core Geforce 260gtx... I think everyone gets FPS lag at SOME point in trem. I wouldnt worry about it

Liskey

I play with cg_lagometer and fps displays on, and I occasionally get strobe-light motion (people jumping at 10 or less fps) while both the graphics card is running 90fps and the lagometer isn't freaking out (packet delay is stable at 100-150).  So there is something going on with the server, not the client or the network, that can cause stop-action motion in crowded fights.  The motion is a repeating cadence for a few seconds, so it's not something that random packet loss/delay jitter would cause.

Deathrender

I'm talking about high ping......

When multiple people are fighting (3v3 or more) my ping spikes to at least 150 but it seems like 250.

gimhael

The engine is not very good when many entities are around, the renderer (rf+bk) needs only 2-3 ms in the following screenshot and the GPU 8 ms (gl), so ~100 fps would be possible, but the client/cgame needs ~50 ms, resulting in only 20fps. :'(


oggmad

It is your network. I had that problem too.Then, I bought more bandwidth

Aviator

Quote from: David on March 02, 2010, 09:36:12 AM
The default rate is 3000, set for 56k modems.  Setting it to 25000 makes a massive difference, especially when lots is going on.

And he specifically stated it wasn't an FPS problem >_>.
I accidentally skipped that part >.<

Deathrender

Local companies suck.
And parents are stupid for using them
Chances are i'll have to stick with the bandwidth I've got.


Cadynum

I don't fully understand your first post, but here are some general tips to help with network lag (writing this since there are many erroneous posts):


  • rate 25000 is fine

  • snaps 20 is fine (and also the default afaik)
    If you have a server which supports a higher sv_fps you can increase it, but those servers are very rare.
  • com_maxfps should be as steady as possible (if fpsdrops are frequent you might consider lowering it)

  • cl_maxpackets and com_maxfps should ultimately be set at the same value or with a common divisor.
    cl_maxpackets should never be above 125.
    com_maxfps should always be as steady as possible to minimize lag.
    Setting cl_maxpackets higher than your framerate is completely useless and will be ignored.

QuoteBut the human eye cant tell the difference for anything more than 30fps or something like it.
Wrong wrong wrong. I would argue against it but this neat site already does it for me! http://www.100fps.com/how_many_frames_can_humans_see.htm

QuoteBut my LCD is only 60hz anyway, a framerate above it doesn't make sense
Depends, if you have vertical sync enabled it's true, but then you cant set it higher anyway.
Otherwise it does make a difference. Because of the way your LCD works it doesn't draw the entire image at once, instead draws it in horizontal slices.
So while you will effectively see only 60 full images per second, some slices will be more up to date than if you would run it at 60fps.

QuoteSo I should enable vertical sync? I find the slices annoying and the tearing looks ugly
No! It introduces a huge lag since it will wait to update your screen until the entire last screen is updated.
1000ms/60hz ~ 16.6ms. is the extra lag you will at least always have with vsync enabled on a 60hz monitor.
16ms might not sound a lot but it's actually really noticeable and will decrease your ability to play good.

I went a bit off topic but there you go :)

kevlarman

Quote from: Cadynum on March 03, 2010, 06:08:56 PM
Setting cl_maxpackets higher than your framerate is completely useless and will be ignored.
this is incorrect, cl_maxpackets higher than your fps will cause a packet to be sent every frame, which is generally the goal.
Quote
QuoteBut the human eye cant tell the difference for anything more than 30fps or something like it.
Wrong wrong wrong. I would argue against it but this neat site already does it for me! http://www.100fps.com/how_many_frames_can_humans_see.htm

QuoteBut my LCD is only 60hz anyway, a framerate above it doesn't make sense
Depends, if you have vertical sync enabled it's true, but then you cant set it higher anyway.
Otherwise it does make a difference. Because of the way your LCD works it doesn't draw the entire image at once, instead draws it in horizontal slices.
So while you will effectively see only 60 full images per second, some slices will be more up to date than if you would run it at 60fps.

QuoteSo I should enable vertical sync? I find the slices annoying and the tearing looks ugly
No! It introduces a huge lag since it will wait to update your screen until the entire last screen is updated.
1000ms/60hz ~ 16.6ms. is the extra lag you will at least always have with vsync enabled on a 60hz monitor.
16ms might not sound a lot but it's actually really noticeable and will decrease your ability to play good.

I went a bit off topic but there you go :)
that's also more or less wrong. the reason to have higher fps than your refresh rate is the fact that physics are dependant on fps (the magic numbers you want to hit are 41, 76, or 125; 333 is the next one but it can actually leave you in the air for so long to be dangerous, if you have a 75 or 120hz monitor, and your box can handle that fps without ever dropping to 37/60 (respectively) then you will probably benefit from using vsync at those refresh rates)
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Cadynum

Quote from: kevlarman on March 04, 2010, 04:04:13 AM
this is incorrect, cl_maxpackets higher than your fps will cause a packet to be sent every frame, which is generally the goal.
Quote
That's actually what I meant.

Quote from: kevlarman on March 04, 2010, 04:04:13 AM
that's also more or less wrong. the reason to have higher fps than your refresh rate is the fact that physics are dependant on fps (the magic numbers you want to hit are 41, 76, or 125; 333 is the next one but it can actually leave you in the air for so long to be dangerous, if you have a 75 or 120hz monitor, and your box can handle that fps without ever dropping to 37/60 (respectively) then you will probably benefit from using vsync at those refresh rates)
You never benefit from using vsync because of the huge delay it introduces. The only thing it does is waiting for the entire frame to be drawn on the monitor before flippin' the buffer.
(Granted, at 120hz the delay is twice as low as on 60hz)
The reason why you have a higher framerate than your monitors refresh rate is that it appears more fluid.

kevlarman

partial frames a few ms faster aren't helpful, and 8ms (in the case of 120hz) is insignificant.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Cadynum

#17
Quote from: kevlarman on March 04, 2010, 11:29:09 PM
partial frames a few ms faster aren't helpful, and 8ms (in the case of 120hz) is insignificant.
By itself 8ms would be almost insignificant for the masses, but you have several sources that accumulates latency and in the end it's a lot more.
Why have more latency when you can have less?

kevlarman

Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Cadynum

Quote from: kevlarman on March 05, 2010, 02:14:34 AM
because tearing is worse than latency.
I used to argue for using vsync too a couple of years ago.
Then I tried playing without it once.