Client software
Renzo  /  20 Sep 2008, 01:23
Clientside minping feature
To tackle the problems with serverside minping and unstable pings, Qqshka added clientside minping feature to the ezQuake. This great new feature should help the usage of minping usage on many fronts.
The main problem with serverside minping is that it affects all the players, not just one player. And the way it does it, it makes movement bad, objects on the world look laggy and adds quite a few different unwanted effects. Now we can tackle this situation and I urge EVERYONE to test what has been achieved. You can download the ezQuake test build from:

http://data.cod.ru/64166788554

Or from the Cokeman's nightlies tomorrow or later.

The command for enabling clientside minping is:

/cl_delay_packet MS

Where MS is the amount of delay in milliseconds. So, lets assume you have ~12,7ms avg ping to the server, this makes your ping in QW to jump around 20ms which is quite bad in the terms of playability. All you have to do is to make:

/cl_delay_packet 2

And this will increase your pingtime to 14,7ms so the ping in QW will be stable 25ms. There should be absolutely no side effects in the terms of playability. You can surely increase your ping as much as you want, but be sure ping the server first to see how much you need to add to make proper results.

Pingtimes should avoid multiplications of the 77fps frametime (12,98ms). So, if you have average pings like ~13ms, ~25ms, ~38ms and so on (these pings make your QW ping jumpy) then you should add 2ms delay or so. Notice that going too much over the borderline pings isn't going to help anything, so keep the delay around 2ms above the desired limit.

(READ: player that has 11ms ping to server making him have 12ms in QW, should only add 27 - 11 = 16ms delay if he wants to have 38ms ping in QW.)

In any case, people need to test this feature so that ezQuake people can see if it works like it should. I have tested it already and it worked pretty good for me, I got the pings I wanted with no negative side-effects like serverside mingping has.
Comments
2008-09-20, 01:37
To make it perfectly clear, do it like this:

You have 11ms ping to the server and you want 25ms ping in qw, use the delay of 3ms (14ms should be ok for 25ms).

You have 14ms to the server and you want to have 38ms ping in qw, use the delay of 13ms (27ms should be ok for 38ms).

You have 34ms to the server and you want to have 51ms ping in qw, use the delay of 6ms (40ms should be ok for 51ms).

And so on.
2008-09-20, 01:54
Explain to me again really simply why pingtimes should avoid multiplication of your cl_maxfps?
2008-09-20, 02:15
Not maxfps, but physfps.

When physfps is set to 77fps then the frametime is 12,98ms. It means that in order to get stable 13ms ping at 77fps you will need to pingtime that is actually lower than that 12,98ms because it takes some time to get the info processed.

If you want to have stable 12-13ms in QW, your average pingtime to the server needs to be 12,2ms or lower. If your avg ping is 13,00ms then your ping in QW will be something between 13ms and 25ms (more like 18-23ms) and it affects everything you see and feel when playing (players warp, rockets warp, lg bolt behaves badly, movement feels jerky, opponents look warping, etc).

So if you want to have stable and good playability, your ping needs to be at least ~1ms lower or higher than the multiplication of your frametime.
2008-09-20, 08:15
Hmm didnt know that...
2008-09-20, 08:20
this is great news But ill w8 until offical release
2008-09-20, 11:20
is it possible to use cl_delay_packet -20 to get 13ms everywhere? :<<<
2008-09-20, 11:24
still it doesn't make equal ping for everyone, 14ms to a server feels much smoother then 22ms to a server and it gives both 25ms in qw.
2008-09-20, 11:51
Quote:
still it doesn't make equal ping for everyone, 14ms to a server feels much smoother then 22ms to a server and it gives both 25ms in qw.

You must be a TFT user, you have cl_maxfps something other than multiple of cl_physfps or something else (possibly cl_nolerp 1).

To make sure you the absolutely correct delay, enable cl_newlerp 0.1 and see if your rocket jerks/lags/warp even once during flight time. If it does even once, then your ping+delay setting could use slight adjustment.

With my 77fps/154fps/154Hz monitor there is no change in the smoothness between different delays as long as the overall pingtime doesn't go near frametime (I have 25ms even on finnish servers, 14ms to server and even delay of 10ms (totalling 24ms) feels pretty much the same as delay of 0ms). I have to test this more when playing, for now I've been just jumping around on the server to see if there are any negative side-effects on the world/entities.
2008-09-20, 12:47
Is it foreseeable that the client automatically handles a delay which suits "best"?
2008-09-20, 13:07
That would be too much of a hack and not really worth it imo, however you never know what ezQuake guys come up with.
2008-09-22, 22:38
Well ok, I've been playing with the minping thingy lately (pings: 38ms, 51ms, 64ms) to see if it affects anything and if it has bad side-effects. The most of the rounds I've played are 2on2 and some dmm4 totalling around 20 rounds or so, out of which only 4 rounds have been my "real" ping 25ms that I seem to get on nearby servers. Results:

minping: affects movement slightly
minping: affects teles to a some degree
minping: affects firing rockets to a some degree
minping: affects behaviour of lg-bolt noticeably

Those are noticeable but also only ping-related issues. What I haven't seen yet:

"bad" or "jerky" movement of entities (players, rockets, grenades)
"bad" or "sluggish" feeling when moving around other than that caused by ping
"warping" ping

All of those three mentioned above are the result of MVDSV cmd minping (the one that's badly broken). I can only but to conclude that this new minping method is perfect or very near perfection. I still urge people to test it and play with it with the adjustment help I have already provided in the main article.
2008-09-28, 07:48
wow, thats a nice feature, very thx to Qqshka
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