#11
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Quote:
I...I don't even
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Yumyums Inmahtumtums - 59 Shaman Lemonspoon Icebeaner - 52 Enchanter Yumyums Inmahtumtums - 60 Enchanter | |||
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#12
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If anyone who is having problems has knowledge of the technical stuffz, follow the Nilbog quote. The reason you desync is a loss of packets. For some reason, something you are sending / being sent in TT is causing issues. This can be an overflow of packets, or maybe a mis-signed packet that gets filtered out at a router. Or...one of a hundred reasons. Seeing these packets and why they get lost can help the team fix the problem tremendously.
I just moved to California, but haven't played enough to go to TT yet. If I am having problems, I'll post up a guide on how to gather your packets, and send only the important ones to Nilbog. If I don't have problems...then... [You must be logged in to view images. Log in or Register.] THE FOLLOWING IS A GENERAL DESCRIPTION OF HOW SERVER-CLIENT INTERACTION CAN LEAD TO CAPPING FRAMERATE IMPROVING LAG As for why setting max-framerates can fix lag issues. Games work in a manner where you send packets every X "seconds". Typically this is synced to the framerate of your game. Especially old games where the idea of "running too fast" wasn't even conceivable. By limiting your framerate to 60FPS, you are only sending 'x * 60 packets per second', where X is the normal # of packets needed to run the game. Why is this useful? The server is set up similar to the client. You can only process X packets per second. For the server, this is a much more consistent amount. So sending 200 packets per second vs 60 packets per second means you are more in-sync with what the server is expecting. E.G., if you are sending 200 packets per second, every milimeter you move is sent to the server. That means when the server processes the information, by the time it gets to the "tic" you aren't in the position on your client that the server thinks you are. You then "lag back" some because the server thinks you are in a different position. TL;DR This might not be exactly how it works, but this is how gaming in the late 90's worked in general. In general the idea of capping your framerate makes sure you send the right information in the right order to the server. Clients in the 90's/early 00's were stupid, so I'm not surprised if packet overflow is an issue with the framerates of today.
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | ||
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#13
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Thank you for that.
It appears this isn't limited to just EMU clients - https://forums.station.sony.com/eq/i...-to-fast.2563/ Interesting to know the Framerate slider is possibly a percentage (of what?) and not an integer.
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[60 ORACLE] SPITULSKI <The A-Team>
Batmanning today for a better tomorrow. | ||
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#14
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Quote:
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Lambthroat
Level 30 Troll Shammy | |||
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#15
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You stop me again whilst I'm syncing and I'll cut your fucking framerate off.
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[60 ORACLE] SPITULSKI <The A-Team>
Batmanning today for a better tomorrow. | ||
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#16
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For the lols, I played with frame rates
I want my 2 hours of de syncing back. Moron. | ||
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#17
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Never had any Issue with TT (I am from France)
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#18
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Quote:
No wonder you can't fix your own problems - you're a fucking toad in people clothing.
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[60 ORACLE] SPITULSKI <The A-Team>
Batmanning today for a better tomorrow. | |||
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