no, i didn't make demosSCDS_reyalP wrote:As far as the reload thing goes... demos ?
but i'll try to get somebody to help me recreate the situation and record it sometime
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It wouldn't be even. The amount of packets sent depends on your com_maxfps (assuming that you will reach your capping almost all the time). The only way to enforce this would be to only allow multiples of 30 as value for com_maxfps (30, 60, 90, ...).imo the best thing would be to force 30 on everyone, just so it's even.
That guy writing "laggy to aim him" is kinda subjective imho.ouroboro wrote:very interesting. what say you, reyalP? according to that xfire topic, low upload does indeed = hard to hit...
I agree here. Leagues shouldn't only force restrictions on cl_maxpackets, they should force restrictions on com_maxfps either.ouroboro wrote:i think whatever the final conclusions are, the leagues need to force some kind of settings which disable the ability of players to exploit this kind of thing.
Its not clear to me whether he is trying say the maxpacket user is hard to hit, or that they have a hard time hitting. Either case smells like bullshit to me, and I did a fair bit of testing changing the maxpackets around and looking for any difference. Even maxpackets 15 (the internal limit forced by the game) looks smooth and hittable to me.ouroboro wrote:very interesting. what say you, reyalP? according to that xfire topic, low upload does indeed = hard to hit...
That presumes there is an actual thing being exploited, which seems far from proven to me.i think whatever the final conclusions are, the leagues need to force some kind of settings which disable the ability of players to exploit this kind of thing.
As I previously explained, it doesn't work that way. It uses positions calculated for each server frame and interpolates between those. So as long as there is at least one client command per server frame*, it doesn't make any difference to how other people see you, or how their hit detection is done.About the actual topic: I don't really know how the server uses the data it receives by the players or how the server makes the hit calculations, but assuming it interpolates between 2 packets received to make the calculations, wouldn't more packets make the interpolation more accurate?
Although i doubt that the error gap is going to be so big that it makes aiming impossAlthough i doubt that the error gap is going to be so big that it makes aiming impossible.
But as said above I have no clue how it works :/
So more than 20 packets won't affect hit calculations/detection.SCDS_reyalP wrote:As I previously explained, it doesn't work that way. It uses positions calculated for each server frame and interpolates between those. So as long as there is at least one client command per server frame*, it doesn't make any difference to how other people see you, or how their hit detection is done.
* note that commands don't correspond directly to the packets controlled by cl_maxpackets.
bind x com_maxfps <enter very low value here>That presumes there is an actual thing being exploited, which seems far from proven to me.
Not exactly. To give a rough overview of how things work on the server:wipeout wrote: So more than 20 packets won't affect hit calculations/detection.
What's the use of more than 20 packets then? (Sounds kinda useless now)
Try it. In my observation (using 2 computers connected to the same server), the effect isn't significant to other people, even down to 5 FPS. Of course, trying to play at 10 FPS is absolutely horrid in any case. Even 20 FPS is pretty bad.bind x com_maxfps <enter very low value here>
Wouldn't you be able to exploit it that way? with very low value being smaller than 20 (like 10 or even less)
I'm currently usingknowing all you do about this game, reyalP, what settings do YOU use for the following:
yeah, thats what I meant.ouroboro wrote:r_displayrefresh 1 // my display runs at 75hz, so its the same as com_maxfps 75
is that a mistake? do you mean r_swapinterval
Does it actually have an effect? Or (due to what you wrote above: "the hit detection request will always be between previous snapshots (unless you use -timenudge)") what is the effect of someone using timenudge? [And does it make a difference if he's interpolating or extrapolating (due to too low timenudge)?]cl_timenudge 0 // except when people start whining about other players net settings, then I use -5000
I thought more about it beeing used when you can't shoot but somebody tries to shoot at you (reload, revive,...).Try it. In my observation (using 2 computers connected to the same server), the effect isn't significant to other people, even down to 5 FPS. Of course, trying to play at 10 FPS is absolutely horrid in any case. Even 20 FPS is pretty bad.
Well, its clamped at -30 in the engine, so even though /players shows up -5000 it should be the same is -30.wipeout wrote:Does it actually have an effect? Or (due to what you wrote above: "the hit detection request will always be between previous snapshots (unless you use -timenudge)") what is the effect of someone using timenudge? [And does it make a difference if he's interpolating or extrapolating (due to too low timenudge)?]cl_timenudge 0 // except when people start whining about other players net settings, then I use -5000