Post by Blowfish on Aug 11, 2002 11:58:43 GMT -5
[...Continued]
The 'showpackets 1' also includes the size of server packets (snapshots)***. What you will see is the download ('client recv') is only affected by events occuring on the server, and upload ('client send') is affectly mainly by you on the client. Manically running around shooting I cannot manage to get my packet size at cl_maxpackets 60 above about 62-63 bytes, adding the 8 byte UDP overhead (which I assume this doesn't include), I get about 4kBps which compares well with the graph which I included in my first post. The size of the incoming snapshots is more interesting which I have seen increase a lot; especially in big fights on space levels where I have seen it at 400 or more. Given that you *should* get 20 of these a second, you could get ~8kBps download.
Okay, I've perhaps included more information there than I needed, but only to give a fuller picture. Why?, well what I have heard you say, and what you have said in your post, does not tie up with the upstream data rate being a problem. Besides, if this data was delayed or lost you'd still see the game going on around you. What you've described in 'I cant move it hangs and you die' makes me think that your download is being affected. If you can read the lagometer correctly, you should be able to tell whether this is the case or not. If you still believe that it is the upstream bandwidth, then a low cl_maxpackets should show an improvement, but I need to point out here again that the number of players on the server will NOT affect your upstream data rate. Everything you've talked about suggests higher latency/packet loss due to increased bandwidth usage, most likely on downstream.
Finally, you don't see the modemer at the bottom of the scoreboard complaining about his connection, telling everyone they're 'newbies' or 'lamers' and that they would own them on lan. Perhaps because they don't know which key is bound to 'messagemode' or perhaps just because they are enjoying the game. Play for fun, not one-up-manship, if not, don't play.
I won't, like you, finish on a flippant remark to trivialise my argument.
Steve
* Commands cannot afford to be lost, so are confirmed via the returning server snapshot. This includes a cmd counter which should match what is seen on the client. Use 'cg_drawsnapshot 1' to see it ticking along.
** or use 'cl_showsend 1' and watch the number outside of the brackets change.
*** You can also get written confirmation of dropped packets with 'showdrop 1'.
The 'showpackets 1' also includes the size of server packets (snapshots)***. What you will see is the download ('client recv') is only affected by events occuring on the server, and upload ('client send') is affectly mainly by you on the client. Manically running around shooting I cannot manage to get my packet size at cl_maxpackets 60 above about 62-63 bytes, adding the 8 byte UDP overhead (which I assume this doesn't include), I get about 4kBps which compares well with the graph which I included in my first post. The size of the incoming snapshots is more interesting which I have seen increase a lot; especially in big fights on space levels where I have seen it at 400 or more. Given that you *should* get 20 of these a second, you could get ~8kBps download.
Okay, I've perhaps included more information there than I needed, but only to give a fuller picture. Why?, well what I have heard you say, and what you have said in your post, does not tie up with the upstream data rate being a problem. Besides, if this data was delayed or lost you'd still see the game going on around you. What you've described in 'I cant move it hangs and you die' makes me think that your download is being affected. If you can read the lagometer correctly, you should be able to tell whether this is the case or not. If you still believe that it is the upstream bandwidth, then a low cl_maxpackets should show an improvement, but I need to point out here again that the number of players on the server will NOT affect your upstream data rate. Everything you've talked about suggests higher latency/packet loss due to increased bandwidth usage, most likely on downstream.
Finally, you don't see the modemer at the bottom of the scoreboard complaining about his connection, telling everyone they're 'newbies' or 'lamers' and that they would own them on lan. Perhaps because they don't know which key is bound to 'messagemode' or perhaps just because they are enjoying the game. Play for fun, not one-up-manship, if not, don't play.
I won't, like you, finish on a flippant remark to trivialise my argument.
Steve
* Commands cannot afford to be lost, so are confirmed via the returning server snapshot. This includes a cmd counter which should match what is seen on the client. Use 'cg_drawsnapshot 1' to see it ticking along.
** or use 'cl_showsend 1' and watch the number outside of the brackets change.
*** You can also get written confirmation of dropped packets with 'showdrop 1'.