FPS related to networking problems?

sonix1977nlsonix1977nl Join Date: 2006-12-02 Member: 58831Members, Reinforced - Silver, WC 2013 - Supporter
Hi all (and especially the developers)? I noticed that when networking problems with servers start to arise (server is lagging or about to crash) that the performance client side also suffers. I understand a laggy server will result in laggy movement on the client, but the framerate takes a dive as well. Are they somehow related?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    When a server is having loads of problems the client has to do more predictions and as a result your local FPS will suffer, so in a way both performances are related
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    When a server is having loads of problems the client has to do more predictions and as a result your local FPS will suffer, so in a way both performances are related
  • sonix1977nlsonix1977nl Join Date: 2006-12-02 Member: 58831Members, Reinforced - Silver, WC 2013 - Supporter
    I can understand that it has to do some more predictions, but I'd doubt it'll cut your FPS in half. ;)
  • McMarius11McMarius11 Join Date: 2012-02-05 Member: 143763Members
    edited February 2012
    my framerate is not good at all
    25-45% GPU USAGE
    25-50% CPU USAGE
    min 22 fps max 60
    on spectate 90% usage 100 fps
    I only used 1 GPU
    <img src="http://team-underground.net/privat/natural%20selection%20performance.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1901360:date=Feb 9 2012, 08:23 PM:name=sonix1977nl)--><div class='quotetop'>QUOTE (sonix1977nl @ Feb 9 2012, 08:23 PM) <a href="index.php?act=findpost&pid=1901360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can understand that it has to do some more predictions, but I'd doubt it'll cut your FPS in half. ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Heh, if a server is low enough on ticks (3-8), your FPS will indeed be cut in half if not more by the excess of predictions the client has to make.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1901364:date=Feb 9 2012, 09:35 PM:name=McMarius11)--><div class='quotetop'>QUOTE (McMarius11 @ Feb 9 2012, 09:35 PM) <a href="index.php?act=findpost&pid=1901364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->25-45% GPU USAGE<!--QuoteEnd--></div><!--QuoteEEnd-->
    GPU waiting for CPU to catch up. CPU is the bottleneck in NS2 on 99% of gaming PCs.
    <!--quoteo(post=1901364:date=Feb 9 2012, 09:35 PM:name=McMarius11)--><div class='quotetop'>QUOTE (McMarius11 @ Feb 9 2012, 09:35 PM) <a href="index.php?act=findpost&pid=1901364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->25-50% CPU USAGE<!--QuoteEnd--></div><!--QuoteEEnd-->
    Lack of multithreading in gameplay code leads to low usage.
    <!--quoteo(post=1901364:date=Feb 9 2012, 09:35 PM:name=McMarius11)--><div class='quotetop'>QUOTE (McMarius11 @ Feb 9 2012, 09:35 PM) <a href="index.php?act=findpost&pid=1901364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->on spectate 90% usage 100 fps<!--QuoteEnd--></div><!--QuoteEEnd-->
    Probably because all the code that runs while spectating (there's <b>a lot</b> more going on when actually playing) is easily parallelized/multithreaded, but not entirely sure.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Yep they are related. The longer between updates, the more prediction your computer has to run. Prediction is one of the slower parts of the game still, so your frame rate takes a hit.

    We're on it.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    edited February 2012
    <!--quoteo(post=1901400:date=Feb 9 2012, 11:31 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 9 2012, 11:31 PM) <a href="index.php?act=findpost&pid=1901400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lack of multithreading in gameplay code leads to low usage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's a lot more about Lua slowness and incredible slowness of player sim code (run in prediction many, many times). If you use showbudget in Source you'll see that prediction takes at most 1% of all CPU time.
Sign In or Register to comment.