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is it possible to institute one? i see a number of high pings going above and beyond 250, just wondering everyone elses thought on this measure
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Oh! Oh!
Seconded.
If I understand things right Valves implementation of lag compensation actually penalizes low pingers by jittering their timeline to compensate for the difference between you and your high ping buddy (sniper).
Good reading:
http://tf2wiki.net/wiki/Lag_compensation
An older but still pretty nice walk-though of the feature:
http://rocketland.planetquake.gamespy.co...1100.shtml
And from the source:
http://developer.valvesoftware.com/wiki/...mpensation
edited to remove the
endlagnow post which was more ad then info (DOH!).
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As a rule of thumb, if I can't hit someone because of how badly they're teleporting around from bad ping, I kick them
That rarely ever happens though, even with high pingers.
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the problem with TF2 is that it favors laggers.
If they hit you on their screen, you are hit. It doesn't matter that they are faggots and that you were already around the corner and safe.
However, if you have the higher ping and shoot them and they moved on their machine, than you are shit out of luck.
its infuriating that steam is rewarding people for having shitty connections. I should play on Dial-Up, id be the fucking king.
/sarcasm
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Kaylee Wrote:As a rule of thumb, if I can't hit someone because of how badly they're teleporting around from bad ping, I kick them 
That rarely ever happens though, even with high pingers.
But the penalty is calculated differently depending on who initiates the attack. Until either you or the high ping player fire there is no compensation (you're technically both seeing a different version of the map) and when either of you do the compensation is based on the initiating players lag.
So with your good ping the penalty would be relatively low.
It's the other way. When a player with high ping initiates the compensation is calculated using their ping. Which leads to all the weirdness we see with playings seemingly shooting from impossible places (behind the wall on battlement in 2fort) and doing things like front stabs and such.
Lag compensation smooths things out nicely. But really, there's only so much it can do until you end up having to rewind players placement so much that it becomes pretty noticeable.
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ahh nice links nerverot, i too have a nice write up i found but it says its for css which i imagine the connections methods are the same with those that are found in tf2 regarding choke, hit detection and what not, but what i did not know was that if the higher ping player initiates the attack the server judges the attack from there ping rather than the average of your ping vs the attackers
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Nerverot seconded....I definitely agree with him. I could name names and situations but I won't. The high pinger is definitely favored and it gets old. I would say at least a 200 ping limit.
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But I would get kicked all the time
I have a bad Internet connection for the summer. When it behaves, I get about 100ms ping, which is fine with me. But there are times where it spikes to 300-600ms for lengthy times.
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Maybe the admin could make some exceptions.
*ducks*
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I have had hits not register on weird occasions (even so far as the blood was on their face)
the thing she is talking about, though, is when you are sniping and a guy is lagging around, it is hard to calculate their trajectory or follow and get a good shot off.
/sarcasm