Massive Networking Problems

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Postby Urmel » Tue Jun 19, 2007 9:28 pm

shownetgraph? well, could somebody post some explanatoins about what it's all about? As I'm not experienced with Q3, I see but don't really understands woht its telling me. Would any body? :roll:
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Postby Psychcf » Tue Jun 19, 2007 11:43 pm

Urmel.dll wrote:shownetgraph? well, could somebody post some explanatoins about what it's all about? As I'm not experienced with Q3, I see but don't really understands woht its telling me. Would any body? :roll:
GreEn`mArine wrote:Confusion powered by AntiLagâ„¢


Think of it as a lag-o-meter. the higher the graph goes, the bigger your ping.
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Postby GreEn`mArine » Wed Jun 20, 2007 5:37 am

Besides it will show us if your problems come from packetloss (red spikes) or bandwidth restrictions (comb-shaped graph).
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Postby Odin » Wed Jun 20, 2007 6:04 am

Actually, turning off the Real-Time World Lights/Shadows seems to mitigate the problem.

In fact, setting all graphical modes to their lowest/off values gives me a huge boost in ping time. The problem is, I should have this ping even if I have everything on max. There's no reason why having the graphics on their highest should increase my ping time. I even lag on a local(127.0.0.1/localhost) server when I'm playing against bots! Movement/shooting should be fluid and instantaneous, even if I'm presently lagging. If I click the mouse button, I expect my weapon to fire immediately. If I press the W key, I expect my character to move as soon as the button is pressed. Make lag transparent, like it never even happened. I shouldn't stutter in my movement as lag is occurring, my client should predict what's happening and allow me to keep moving even when I'm lagging. All these things are commonplace in modern games.

Many people have the same problems as I do. They say if they turn everything on low, it fixes the problem, and that was actually the temporary solution given to me. However, I don't want to play a game that had much work go into its graphics, and not have it play like it's meant to.

Why does low rendering speed cause lag? I've come to realize more than needs to be is tied to the netcode in DarkPlaces/Nexuiz. I can run other graphically intensive multiplayer games and not have these problems like in Nexuiz. Graphics rendering and networking should be completely seperate. Correct me if I am wrong, but this is not the case in Nexuiz. I do not experience a difference in ping time when I change graphics modes in other games.

I was told on IRC that Darkplaces/Nexuiz' netcode is vastly superior to Q3A's netcode, and that Q3A is an "utter crap" engine. If this is the case, then why are there so many problems with the Nexuiz engine? If anything, Q3A's netcode should be taken example of, as it was touted as being superior to anything before it(and in fact was, and still is amazing even today).

I hate ranting but I've had this problem with Nexuiz for as long as it's existed. I'll continue to play Nexuiz(I am a die-hard fan!), but please devs, fix the (eleven-year-old)netcode!
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Postby Urmel » Wed Jun 20, 2007 8:05 am

[TSA] Psychiccyberfreak wrote:


Think of it as a lag-o-meter. the higher the graph goes, the bigger your ping.[/quote]

It is of coz a lagometer, yep. But ping does obviously not have any relation to your ping.

GreEn`mArine wrote:Besides it will show us if your problems come from packetloss (red spikes) or bandwidth restrictions (comb-shaped graph).


Yeah yeah, just tell ne more about that. What about the white stuff? :D
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Postby SavageX » Wed Jun 20, 2007 8:22 am

Odin wrote:Why does low rendering speed cause lag?


If e.g. the graphics driver keeps polling the gfx card waiting for it to finish rendering it may hog all CPU resources, which would leave e.g. the network stack in the dust.

You can try setting cl_maxfps to something sane (like 60 fps).
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Postby Odin » Wed Jun 20, 2007 8:56 am

I rarely get over 30FPS during action-packed games(with everything on), and I have vsync enabled so it can't exceed 60FPS anyway(my monitor refresh rate).
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Postby SavageX » Wed Jun 20, 2007 9:25 am

Odin wrote:I rarely get over 30FPS during action-packed games(with everything on), and I have vsync enabled so it can't exceed 60FPS anyway(my monitor refresh rate).


Why don't you leave the gfx settings at default values? Many people would argue that with 30fps you can't play properly regardless of what ping you have.
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Postby KadaverJack » Wed Jun 20, 2007 10:57 am

[TSA] Psychiccyberfreak wrote:Think of it as a lag-o-meter. the higher the graph goes, the bigger your ping.

No, the netgraph doesn't show ping times. (would be pretty useless, since the scoreboard already does that)
Each bar represents a packet, the higher the bar is, the larger the received/sent packet was. So you can see, when the server's/client's rate limits where hit for example...
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