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Post by /-/Gary Gygax. on Nov 3, 2014 10:48:03 GMT -5
Myself and others have been experiencing a higher than normal/erratic ping along with lag issues over the last month. Anything change or can anything be done? Lagometer (or whatever) shows spikes/yellow on the bottom display. I rarely (never?) see it all green anymore.
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Post by Deleted on Nov 3, 2014 11:00:58 GMT -5
I too have been experiencing a higher than normal/erratic lag issues over the last month even with a good ping. (around 50 again now on my ping).
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Post by Deleted on Nov 3, 2014 12:05:38 GMT -5
Stop downloading midget clown porn! Actually, it's probably due to solar flares.....
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Post by CB on Nov 3, 2014 12:37:24 GMT -5
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Post by Deleted on Nov 7, 2014 7:24:45 GMT -5
im not exactly 100% about this, but there seems to be an issue with CoD servers do not run well with more than 32 players.. I live on the west coast. It is pretty far but when more than 32 players play my ping jumps to like 150.... and i get packet loss.
maybe someone else who knows more about this can enlighten us.
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Post by Deleted on Nov 7, 2014 14:15:01 GMT -5
Call of Duty servers (i.e. any of the Call of Duty series) and most Quake server engine based games by default only allow you to run a maximum of 32 player slots. Additionally, maps created for the games are usually limited to 32 total players as well. I imagine the way the engine serves those slots is directly related to how those packets are delivered. For example, we can increase this simply by add the following command to the server startup line:
+set ui_maxclients 64
I imagine this is how LL has it setup. So, when you see more than 32 players online, you will most likely see the connection speeds, pings and packets depleted. You can imagine if several players are hitting a server with limited Mbps, then this can occur. The farther away the player is, the greater the impact can be. There are other factors involved, but it can ultimately boil down to the number of consecutive connections.
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Post by /-/Gary Gygax. on Nov 7, 2014 14:33:16 GMT -5
Then we need to move the server more westward. I only bring this up because I was under the assumption that the bottom graph in the lagometer, as shown below, represents (top) your connection on your end and (bottom) server lag. My top box is usually pretty blue, maybe with some yellow "woodpeckering" showing up, while the bottom is choopy with red spikes, even when the player count is low. From some other site: 1) It 's the best situation a thin blue bar above indicating that all frames are fair and calculated quickly. A green bar below indicating that all the gamestate was successfully received. Note that small and isolated yellow dots in the top bar are pretty normal and does not affect playability.
2) Small problems. yellow triangles interspersed with small blue dots indicate that the client is unable to calculate the intermediate images between the gamestate received. In practice, the blue dots are the gamestate received from the server then valid, while the yellow triangles are frames "virtual" who have not been able to calculate in time or in a correct way. This creates lightweight that typical motion shots, where in practice the position of the players is updated very often with the aid of only gamestate received from the server. Note also light peaks in the green bar that indicates a temporary increase of ping.
3) Problems of LAG! one or more large yellow triangles. The client can not calculate time frames, even the new gamestate receipt. Here you experience the cases of "connection interrupted" due to the client. In this situation the players appear to be teleported from one side of the map, and often once you get a good look gamestate back suddenly back to a previous position. Again, note the peaks in the table (the green bar below)
4-5-6) Problems with the server. The red bar in the chart below indicates that there are problems communicating with the server. This indicates that the gamestate is not 'been received or that in practice and' lost contact with the server. Here you experience the cases of "connection interrupted" due to the server. This may happen in various circumstances: - the server did not send the gamestate because too heavy - the server sent it but the gamestate and 'been' lost 'from the network or not delivered on time. - PC client ' too busy or the network and 'too saturated to receive the gamestate sent. - PC client and 'temporarily disconnected from the network.
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Post by Deleted on Nov 8, 2014 8:14:41 GMT -5
Move the server westward? Nooooooooooooooooooooooooo!!!! lol. It's nice being nearby. Sorry, that just came out.
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Post by Deleted on Nov 9, 2014 2:03:53 GMT -5
do you use 2 routers at your network?
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Post by /-/Gary Gygax. on Nov 9, 2014 20:29:11 GMT -5
No, but I use an older airport (I'm apple) as an extender...?
I'm also hard wired in to the router.
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Post by Deleted on Nov 9, 2014 21:15:13 GMT -5
so like a wireless access point attached to the main router?
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Post by /-/Gary Gygax. on Nov 10, 2014 12:44:08 GMT -5
Yes, I believe so.
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Post by Deleted on Nov 10, 2014 16:15:44 GMT -5
WAPs can limit your connection, but if you're ultimately wired, then it's most likely not that.
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Post by {[SACK]}Donefore™ on Nov 10, 2014 16:24:00 GMT -5
What does your lagometer ssay when you LAG the bottom Red Slikes?
D4
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