Limit lag compensation to 300 ms

bizbiz Join Date: 2012-11-05 Member: 167386Members
edited October 2014 in Ideas and Suggestions
looking for a way to cap lag compensation.

ideally it would be defaulted to something (eg. 100 ms) and people who want to adjust that number can run custom settings...

i've seen games that are much more responsive put it even lower than 100 (eg. cpma / quake live / warsow)

it just seems impossible to play NS2 as it was designed to be played atm


NS2 is not about deathmatch. it's supposed to be about reacting to enemies.



1 example:

put a skulk in a room and a marine in an adjacent room.
the marine doesn't know the exact location of the skulk.
the skulk doesn't know the exact location of the marine.
the skulk and the marine both know the exact location of the doorway between the rooms (and are staring at it)

this happens on every map in basically every round multiple times during the first 5 (and most influential) minutes.



when this scenario plays out as the game was designed / balanced (low-ping / LAN enviornment):

1) if the marine moves forward, the skulk will have an advantage because he sees the marine but the marine still has to find where the skulk is and aim there

2) if the skulk moves forward, the marine will have an advantage becuase he will see the skulk before the skulk will find him or reach him



when this scenario plays out with a high-ping marine:

1) if the marine moves forward, the skulk can be discovered and put at a disadvantage before the skulk's client even registers that the marine entered the room

2) if the skulk moves forward, the skulk will have an advantage because the skulk will be biting the marine before the marine's client even registers that the skulk entered the room



when this scenario plays out with a high-ping alien:

1) if the marine moves forward, the skulk can be discovered and put at a disadvantage before the skulk's client even registers that the marine entered the room

2) if the skulk moves forward, the skulk will have an advantage because the skulk will be biting the marine before the marine's client even registers that the skulk entered the room



note that it doesn't matter which side actually has high ping. the high-ping game simply favors whichever player moves forward.
excessive lag compensation turns the game upside down. it's not just a laggier version of the same basic game - it alters the decisions and tactics in a bad way

i'd rather play a game that plays out as it was designed & balanced
if I need to give myself more time to react when I have high-ping, then that's perfectly acceptable (and commonplace in every other FPS game...)
maybe i'll play more of a support role and less of a twitch combat specialist...

instead, the game wants us to throw strategy out the window and just try to do damage asap & be constantly moving


it doesn't help that the game is like twice as laggy as the pings would indicate. there's definitely some extra latency in the netcode making things worse
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Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited October 2014
    I don't know much about networking or net code or whatever... but I just wanted to say THANK YOU for both having a criticism of the game, AND expressing it elegantly, with good examples. Too often people must mis-read "NS2 General Discussion" as "Dump your mindless bitching and complaining here!" Maybe it's the font or something, I don't know. Thank you for being better than that! :)

    The game runs on Lua, and I'm not sure how much more performance can be squeezed out without major engine changes (major meaning "tear out Lua and put something faster in there"... so pretty major)
  • METROIDMETROID Join Date: 2012-10-31 Member: 165171Members, Reinforced - Supporter
    I can see in the Trello, that CDT can improve netcode in various ways.
  • skulkgatoskulkgato Join Date: 2013-03-03 Member: 183645Members, Reinforced - Gold
    Does unlocked server rates change the scenarios? I played on a Euro server for a round the other day. When I peaked from the vent at skylights I was quickly melted by a half a rifle clip, didn't realized I exposed myself for that long. I also seemed really hard to get a bite to land when my team helped clear out c12 (lerk, fade, 2 skulks verses 3-4 marines). I decided I was of better use to them as a gorge.
  • bizbiz Join Date: 2012-11-05 Member: 167386Members
    also, has anyone set up two NS2 clients side-by-side (connecting to a server 100ms away), recorded footage of both with a single physical video camera, and measured the latency between when one player shoots and when the other player sees the shot?

    the game just feels way laggier than it should be, and it's impossible to quantify with just 1 client
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    biz wrote: »
    also, has anyone set up two NS2 clients side-by-side (connecting to a server 100ms away), recorded footage of both with a single physical video camera, and measured the latency between when one player shoots and when the other player sees the shot?

    the game just feels way laggier than it should be, and it's impossible to quantify with just 1 client
    You don't need to record anything, the "extra" latency is the interp, the default value is 100ms.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    I don't know if its lag compensation or netcode or whatever but I assume its the former. Quite often when I'm using a shotgun, I'll land a full meatshot just before I die, blood spatters out but zero damage registration. It's happened so many times for me vs fades when I've landed over 300 damage and need 1 more meatshot and despite me landing it, nothing happens, it's absolutely infuriating. The fade gets the swipe off as I land the shot and I die.

    Happens when I skulk as well, land a bite, blood spatters but no damage.
  • _INTER__INTER_ Join Date: 2009-08-08 Member: 68392Members, NS2 Playtester, Reinforced - Shadow
    @RaZDaZ can you record your games? CDT needs proof :P
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    Well I could do but I have noticed that it happens more often on higher ping, I play on EU and US central-east servers and on US, its more frequent. I'll try and record some on the weekend if I'm not busy.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    no point recording that, it's interp. You died before your shot according to the server (and yes it is absolutely infuriating!).
  • Deck_Deck_ Join Date: 2014-07-20 Member: 197526Members
    So will interp be changed in the future? Or will the CDT allow for interp customization that could help improve the experience?
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Deck_ wrote: »
    So will interp be changed in the future? Or will the CDT allow for interp customization that could help improve the experience?

    It can already be customized.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Deck_ wrote: »
    So will interp be changed in the future? Or will the CDT allow for interp customization that could help improve the experience?
    Servers can already tweak that...
  • Deck_Deck_ Join Date: 2014-07-20 Member: 197526Members
    ok but is there a warning message when people try to join a server that has it though? And it's not posted how to make these updates from CDT, correct? I guess I'm just wondering why it's not more widespread if it helps. I'm not even sure it does, from your experience does it improve the netcode?
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited October 2014
    Deck_ wrote: »
    ok but is there a warning message when people try to join a server that has it though? And it's not posted how to make these updates from CDT, correct? I guess I'm just wondering why it's not more widespread if it helps. I'm not even sure it does, from your experience does it improve the netcode?
    Afaik, you can change them in shine without the messages too.
    Was wrong. Refer to ghouls post below.
  • nezznezz Join Date: 2012-12-11 Member: 174712Members
  • RadimaXRadimaX Join Date: 2013-02-05 Member: 182840Members
    when this scenario plays out with a skulk playing ns2:
    Skulk moves forward, gets 4 gl nades to the face before the marine's client even registers that the skulk entered the room
  • ZeroEarThZeroEarTh Singapore Join Date: 2014-07-01 Member: 197126Members
    C073C4DB0047D9EF492F6E260DD22EAA96E1603F

    When i have to join a Russian server and play because in Asia , there is all empty server Japan

    Those russian kick me because i have 350 ping >> Still owned those Vodka drinker . Lucky things is my team Marine vote F2 - say No to as-*hole on internet
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    james888 wrote: »
    Deck_ wrote: »
    ok but is there a warning message when people try to join a server that has it though? And it's not posted how to make these updates from CDT, correct? I guess I'm just wondering why it's not more widespread if it helps. I'm not even sure it does, from your experience does it improve the netcode?
    Afaik, you can change them in shine without the messages too.

    Nope the warning will come up as soon as you change the net vars in any way. You can hide that warning so maybe you already did ;). How to set up the net vars was not released to the public to avoid that ppl play around with it without knowing what those vars actually do and affect.

    Tweaking the net vars can improve the game-play depending on the given server but can also make the the hole situation a lot worse than normally when you set them not correctly.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited October 2014
    ZeroEarTh wrote: »
    When i have to join a Russian Australian server and play because in Asia , there is all empty server Japan

    Those russian kick me because i have 350 ping >> Still owned those Vodka drinker . Lucky things is my team Marine vote F2 - say No to as-*hole on internet



    ..that ain't no russian server.

    And i'm pretty sure most of them don't drink no vodka either.
    VB *spit* maybe, not vodka.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i have played enough to know roughly where the skulk will most likely be as i enter the doorway as a marine, i always check specific room places straight away which usually results in quick tracking of a skulk mostly because i have played the same maps for so long.
  • METROIDMETROID Join Date: 2012-10-31 Member: 165171Members, Reinforced - Supporter
    I hate this kind of lag, happend on YOClan.co.uk server. Sometimes happens on some other servers when teleporting or respawning in the room with much action in midgame.
  • DaveodethDaveodeth Join Date: 2012-11-21 Member: 172717Members
    never ever had it that bad on yo
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    @Metroid Can you run net_stats the next time please
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I joined yo the other day and there was clearly some major problem, hit reg was awful and there were micro stutters all over the shop. That wasn't an issue with ns2 but rather a server specific problem
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    Don't know if it is the case, but very often when you join the YO-clan servers and they havent been restarted recently, that hitching is pretty much guaranteeded, at least few weeks ago when i had time to pub, seemed to be an every day occurance. The funny part was actually convincing the server to be restarted when you get "after this round is over" responses. Some people.. :expressionless:
  • DaveodethDaveodeth Join Date: 2012-11-21 Member: 172717Members
    Happens if the map has been on for a few hours, soon as you change map it sorts it out.
  • develdevel Join Date: 2014-09-13 Member: 198444Members
    Sometimes as a marine I am getting instantly eaten by a skulk. Running with full health, hear one bite and it's over.
    All pings are around 50.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    skulkgato wrote: »
    Does unlocked server rates change the scenarios?

    My millage may vary. If you can compare packets / update to wagons. It would be like put more wagon on a slow train. It won't go slower in this case, but not faster. In fact it can make things worse.

    There are 3 key elements.
    -The clients (PCs). Some things can be done to make things faster but basically, sends update to the server and receive updates.
    -The network (Internet). Transports all packets to the destinations. Client - Servers relations. Only ISP can improve their network and if they want to (it require maintenance...). Like make some game ports (ex: 27015) a priority.
    -The server response time. If all packets get there fast the server takes some time for calculations. It takes time to process one incoming update and sending the updates. Depending on this delay, even if you have a good ping (from your location to the server: only network) it may be "laggy".

    This last item seems to take huge loads of time on NS2.

    biz wrote: »
    also, has anyone set up two NS2 clients side-by-side (connecting to a server 100ms away), recorded footage of both with a single physical video camera, and measured the latency between when one player shoots and when the other player sees the shot?

    the game just feels way laggier than it should be, and it's impossible to quantify with just 1 client

    A test can be implemented when you make that kind of programs. If none was done, I'm afraid it's not a CDT priority to make such test. It would only reveal with precision the real delay we all know. Not sure it's gonna change anything.

    The test would be to create an update (client to server vector) and see when the update results comes back. An action like setting up a mine on a wall. The entity doesn't exist in the "world" as an entity as long as you carry it. This little change can be measured. You set up mine, the sever receive update; make some changes and send back the update for your client to create the entity in your local world.

  • develdevel Join Date: 2014-09-13 Member: 198444Members
    -The server response time. If all packets get there fast the server takes some time for calculations. It takes time to process one incoming update and sending the updates. Depending on this delay, even if you have a good ping (from your location to the server: only network) it may be "laggy".

    This last item seems to take huge loads of time on NS2.

    The server calculation time is almost a zero. In fact, one iteration of the game logic fits in the time between updates (by design). If it does not fit then the server admin has completely overloaded his server machine with some other stuff.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    My millage may vary. If you can compare packets / update to wagons. It would be like put more wagon on a slow train. It won't go slower in this case, but not faster.
    If the network variables are set properly and the server can handle the settings, then No- that is a blatantly inaccurate analogy and an incorrect claim to make.
    The very nature of increasing update rates means you are updating more frequently, and thus information is transmitted at an increased rate : In other words, information is transmitted faster.
    If none was done, I'm afraid it's not a CDT priority to make such test. It would only reveal with precision the real delay we all know.
    We don't need to setup a test to determine such a thing.
    We've known exactly what they are for years, the inherent default delays are all very measurable and are now configurable.
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