Lag....but Not Lag...
Drummer
Join Date: 2004-02-18 Member: 26654Members
in Tech Support
<div class="IPBDescription">cant find the cause</div> ok, on one server i play on, i get this weird lag where my aim is lagged, even though mouse look is client-side. other people on the server dont experience it, and i dont experience it on other servers. i would undertand if it was a connection problem, but again, mouse look is client-side. i cant determine whether the problem is on the server, in my client, or somewhere between. any theories are welcome.
Comments
what are these?
Did a quick google:
<!--QuoteBegin-cl_lw+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cl_lw)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In short, your client does not wait for the server's OK to render animations, it renders them as soon as you execute them with e.g. firing a weapon.
<!--QuoteBegin-cl_lc+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cl_lc)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lag-comp is the "new" way the game "compensates" for the players with high-ping (ie: dialup). Some of you may remember the days when whoever was "winning" the game was also the player with the lowest ping, no more. How does it work? Glad you asked, heh. When player A, "the shooter" who has 90 ping fires a round at player B, "the target" who has 250 ping, the server determines the difference between the pings, in this case 160, and "compensates" the shooter's bullet with the target's movement accordingly, kinda like time-travel, thus effectively equalizing the aiming/shooting/hitting aspect of the game for players at all pings.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This means that each action that is sent to the server has an information about the player's latency, which means that what the client sees he hits actually gets hit.
Try playing around with these, maybe that's what your problem is related to.
anyways, if switching video modes didn't help, gl_d3dflip 1 can be helpful
Hope this helps.