2.3 slower?

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Postby 003 » Tue Jun 05, 2007 1:18 am

I love the new features, I just think, *ahem* there should be a 2.3.1 in order, if you get my drift 8)
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Postby Dokujisan » Tue Jun 05, 2007 4:00 am

I'm certainly happy that they released 2.3 even if has some bugs.

Those that can run 2.3 will enjoy the improved graphics while others can continue running 2.2.3 until the 2.3.1 patch is out.
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Re: 2.3 slower?

Postby Urmel » Tue Jun 05, 2007 7:03 am

esteel wrote:
Obi[BE] wrote:
charlesk wrote:why for fucks sake do those problems come up now? Did we do those test releases for nothing? :P


Calm down esteel, you seem extremely overworked and should retire a little. Everything will be alright :wink:

Well, except the last test released I passed none and I all played them. However, as I already posted in an earlier thread, it was not really easy to find servers with the 2.3 betas, and those weren't up to date all the time. The problems that occur now seem to be mainly serverside which needs to be explored IMHO.

Still I think somebody should take care of the server admins to get them machines running nicely... :)
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Re: 2.3 slower?

Postby Nil » Tue Jun 05, 2007 8:22 am

Urmel... wrote:Still I think somebody should take care of the server admins to get them machines running nicely... :)
Yeah, any hints are welcome!
At least one server farm with 2.3 seems to run very fine and that's the RBI servers. So it might be helpful to make their configuration available and some context about how the servers are run.
As for DCC you can see the configurations via http://delight.vapor.com, for example http://delight.vapor.com/maps/server.cfg (note that sv_cullentities_trace is set to 0 to reduce cpu load and sv_clmovement_minping is 100 cos we dislike the choppiness of other players movement we get with 0 more than than the advantage of own better movement). So if you see something that could cause problems please report. Maybe the load profile on the server changed with 2.3? We run 5 server instances with a max of 30 players atm. Maybe this is now to much for a Pentium 4 3.2GHz? And we run them all with a nicety of -20 (cos that worked best with Nexuiz < 2.3) and maybe that shouldn't be done anymore?
On the other hand for me the DCC servers feel mostly ok and many players don't have complaints when I ask. :)
It seems to me that the perception of lagginess since 2.3 could come from the new value 0 for sv_clmovement_minping. Players who aren't used to servers with that will think it lags cos all the other players are moving slightly choppy.
I got a tip to set sv_clmovement_waitforinput to something lower than the default to reduce the perception of other players moving choppily when cl_movement is allowed. I tried 4 and 2 but didn't notice much difference.
On the other hand Obi and another player told me about having bad lagging even when the server had sv_clmovment_minping 100.
Another thing is that the ping times Nexuiz displays since 2.3 seem not to be accurate. I've tried this with a player who hat pings from 30 to 70 or 80 according to Nexuiz but a "ping -t" running in parallel had max of 49 or something (and perception of bad lagging both with clmovment enabled and disabled on server and clients with cl_movement 1 (while it was ok for me all the time)).
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Postby LordHavoc » Tue Jun 05, 2007 10:14 am

This sounds exactly like too low a "rate" value, the default is 10000 and 2.2.3 often violated this limit on effects, now that it adheres exactly to it, there is more chop in high activity areas, as expected.

Players can change their "rate" in the console to 20000 and see if it helps, it takes effect immediately, it's also in the menu.

However increasing the "rate" setting has no effect if the server has sv_maxrate set to 10000 (which is the default), so server admins would have to increase the sv_maxrate on their servers as well.
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Re: 2.3 slower?

Postby Obi[BE] » Tue Jun 05, 2007 4:19 pm

esteel wrote:What do you mean with 'tried' ?? Do you mean you tried setting cl_movement 0 and it did not help? Basicly in the old release cl_movement was forcefully disabled (like cl_movement 0 does) by the server if your ping was under 100. This is nolonger done, on new servers, the client has total control over cl_movement and the default is 1 so its used all the time. Its however disabled for local games like the campaign or against bots. Maybe there is something wrong at low ping.


What I mean with tried is using all combinations to no use: minping 0,10,50 and cl_movement 0 and 1. It's not that my ping is bad, it's just lag.

esteel wrote:And i know there was ONE person during the 2.3test phase that reported problems and i can't even remember right now if those were fixed somehow.. why for fucks sake do those problems come up now? Did we do those test releases for nothing? :P


:( Well this was the first time that I did download and tried all the beta's, but because I had so much problems with ATI (gl_vbo 0) I was already happy to have a decent framerate. And I was hoping that the final release had some improvements for online playing.
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Postby esteel » Tue Jun 05, 2007 8:42 pm

Just dumping some stuff to test.. this helped someone on irc to get smooth playing back:

please make sure the data20070531.pk3 is the ONLY data*.pk3 file you have in your data folder

cl_movement_minping 0
cl_movement 1
cl_netinputpacketlosstolerance 0
gl_finish 1
rate 25000

If someone tests this it might be nice to hear if it helps and if so which settings did help. gl_finish 1 can help a lot on some sytems as part of the anti-wallhack is also client side and some ati graphic cards seem to do VERY much stuff on the CPU and dislike the 3% more cpu the anti-wallhack uses.
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