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  1. #14
    Єlιtus mєmєяєdus Pwnerator
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    SmurfSniper, think of it this way.
    The server is forcing Your cleint to send data, No matter what the client is doing.
    This bascially is like so-->
    Server says, send me 50 pkt. Your client says, No, here is 40PKT.
    The server says Fine then, I will Take 50 PKT regardless.

    Due to This, You arrent sending Your command packets to the server, you are sending your command packets +filler packets to the server.
    meaning, You harm yourself with bad registry.
    But everyone can hit you just fine.

    Read this excerpt.

    See SourceSDK discussion at valve for more info on interp and data.
    Skip the coded section for the highlighted Pertinent point.


    Lets assume a player has a network latency of 150 milliseconds and starts to move forward. The information that the +FORWARD key is pressed is stored in a user command and send to the server. There the user command is processed by the movement code and the player's character is moved forward in the game world. This world state change is transmitted to all clients with the next snapshot update. So the player would see his own change of movement with a 150 milliseconds delay after he started walking. This delay applies to all players actions like movement, shooting weapons, etc. and becomes worse with higher latencies.
    A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely. Client-side input prediction (cl_predict 1) is a way to remove this delay and let the player's actions feel more instant. Instead of waiting for the server to update your own position, the local client just predicts the results of its own user commands. Therefore, the client runs exactly the same code and rules the server will use to process the user commands. After the prediction is finished, the local player will move instantly to the new location while the server still sees him at the old place.
    After 150 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier. Then the client compares the server position with his predicted position. If they are different, a prediction error has occurred. This indicates that the client didn't have the correct information about other entities and the environment when it processed the user command. Then the client has to correct its own position, since the server has final authority over client-side prediction. If cl_showerror 1 is turned on, clients can see when prediction errors happen. Prediction error correction can be quite noticeable and may cause the client's view to jump erratically. By gradually correcting this error over a short amount of time (cl_smoothtime), errors can be smoothly corrected. Prediction error smoothing can be turned off with cl_smooth 0.
    Predicting an object's behavior only works if the clients knows the same rules and state of the object as the server. That's usually not the case since the server knows more internal information about objects than the clients do. Clients see only a small part of the world and just get enough information to render objects. Therefore, prediction works only for your own player, and the weapons controlled by you. Proper prediction of other players or interactive objects is not possible on the client at this point.
    ---------------------------------------------------------------------------------------------------------------------
    Invalid rates hurt Only the client, not any other player, End of story.(as stated in the except)Since the server will take by force what you do not.
    So, admins holding cleint hostage for invalid rates is bullshit.
    Thank you.

    Quote Originally Posted by SmurfSniper View Post
    The only reason I have ever said anything about rates is when I see a person lag and their rates are wrong, and I dont tell them to fix them I just suggest that it may help with their lag issue. just to help them out.
    Last edited by khaotik; 07-26-2010 at 06:04 PM. Reason: Automerged Doublepost
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