Choke
Floodinator
[HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
<div class="IPBDescription">We got alot of them.</div>So almost all games I played I got alot of Choke jumps. Even if the Server runs stable at 30ticks 50-100% choke isn't rare and more players results in more choke (f.e. 22 players today; ticks= 13; choke=50-100% constant.
It also gets worse when several lerks use spores, rines shoot gl and sentrys are firing. I never had so much lost packets in any game I played (ok lying here if I think back to CS).
I checked my ISP by pinging different IPs and running Source games with net_graph. Everything is ok but NS2.
Anyone else noticed this?
It also gets worse when several lerks use spores, rines shoot gl and sentrys are firing. I never had so much lost packets in any game I played (ok lying here if I think back to CS).
I checked my ISP by pinging different IPs and running Source games with net_graph. Everything is ok but NS2.
Anyone else noticed this?
Comments
Most frequently I see it jump to 80% and then back down to 0% with no action. In full servers with a lot of structures sometimes it starts at 20% and spikes upwards.
I even see it hit 90% or 100% sometimes!
Perhaps someone with more technical knowledge than I could explain the gameplay effect this has?
Choke would probably be the equivalent of packet loss where your client essentially 'misses out' on some of the action. Of course, with about 10 FPS, I can miss 20 frames on 30 tick rate server. I guesstimate that translates to a 66% choke. Could be wrong.
Choke would probably be the equivalent of packet loss where your client essentially 'misses out' on some of the action. Of course, with about 10 FPS, I can miss 20 frames on 30 tick rate server. I guesstimate that translates to a 66% choke. Could be wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
45-60 in heavycombat with alot of things.
There are some points in Summit f.e. Glass you always get a 100% choke.
The random up to 40%-70% spikes in hallways seems to be something about loading the next area you're about to enter as far as I can see (r_wireframe), this is even more of an issue when you're attacking an alien hive or marine base.
--Cory