vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Compromise without sacrifice. Sat Feb 27, 2010 9:22 am | |
| Call of Duty, particularly Ownt Clan, has many players with a wide range of hardware. I'd appreciate a server where clients with 1000 fps and clients with 50 fps have fair battles. Would you like a server where a player with a 10Mb/s connection and a player with a 100Kb/s both enjoy lag free gaming?
If you would rather skip to the goodies then scroll down to this ________________ ****************
We all experience positive and negative game play. Lets work together to minimize negative gaming experiences(lags, crashes, cheats, glitches, vulgarities, incompatibility, etc.) and optimize our virtual world.
A game plays smoothly when its players smooth the game.
If one member is left out then we aren't truly teammates.
Keep in mind that this is, presently, purely proposition.
A few things before we discuss the suggested settings:
1) If you notice an error then please correct it and if you seek further explanation then please ask clarifying questions. Reply to this post and be sure to include, specifically, your problem and relevant details so we can help you modify your computer to improve in-game performance.
2) It is almost certain that non-members are going to game on Ownt Rifles without knowing the full potential of the server. These players, with less compatible configurations for our server, are going to suffer while players who have optimal configurations enjoy seamless game play. We should help them out via /scr_motd(message of the day).
3) There are multiple "optimal" configurations. The best configuration for you may differ from the best configuration for me. Our goal here is for everyone to enjoy our server to the fullest. You'll notice server-side variables are quite important when accommodating for players with vastly various computers. The server's settings allow the clients to adjust their settings. Your input shall be appreciated. _______________________________________________________________________________
[NOTE: server-side settings are for SERVERS ONLY! They have no affect when used by a client.] _______________________________________________________________________________
Suggested server-side settings:
/sv_fps 100
/sv_maxrate 25000
Explanations:
Thorough... /sv_fps sets the maximum snapshots per second the server is going to send to a client. So, when /sv_fps = 100, the most snapshots a client can receive from the server is 100. A client with 100 or more FPS is going to have better performance when /snaps = 100. If you get, steadily, 100 FPS then run CoDMP.exe, press tilde key(immediately left of 1! and directly below Esc), type "/seta snaps 100" then press enter. If, however, you are using less than 100 fps then your /snaps value should be equal to your fps(Open console[tilde key], type "/cg_drawfps 1" then press enter to see your FPS[frames per second A.K.A. framerate] displayed at top right of screen.) to eliminate data interpolation, which is, basically, when multiple frames are bundled into a single snapshot. Interpolation causes data to be sent and received unsteadily(Ex: 60 frames transferred in 30 snaps means 2 frames are received simultaneously, preventing the first frame in each snapshot from being displayed properly. For an in-depth look at this and other Quake3 topics, do a Google search.
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Simple...
/sv_fps = server's limit to snapshots per second
/snaps = client's limit to snapshots per second
snapshot = data sent from server, received by client
/cl_maxpackets = client's limit to packets per second
packet = data sent from client, received by server
/sv_maxrate = server's limit to data exchange[bytes per second] with each client
/rate = client's limit to data exchange with server
/com_maxfps = client's limit to frames displayed in one second
frame = client's GPU processes display data from a snapshot and renders the virtual world on monitor
/r_displayrefresh = client's monitor's hertz(A.K.A. refresh rate, flicker speed)
hertz = rate at which a monitor's display refreshes in one second (100 hertz[hz] = 100 new images per second)
### hertz is when the monitor's display is refreshed whereas frame is when the virtual world is refreshed ### === 200 fps displayed at 100 hertz means the virtual world is refreshed 200 times per second by your GPU but, because your screen refreshes 100 times per second, you actually see only 100 of the 200 frames per second ===
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A server with 100 /sv_fps allows clients with 10 Fps and clients with 1000 Fps to play without lag.
First and foremost, find your maximum STEADY fps.
Fps values of 100 and below are best with equivalent snapshots, packets and hertz.
Ex: /com_maxfps 63, /snaps 63, /cl_maxpackets 63 & /r_displayrefresh 63
Ex: /com_maxfps 20, /snaps 20, /cl_maxpackets 20 & /r_displayrefresh 60(you may get 20 Hz but its redundant)
Flicker speed is important. To set custom resolutions and refresh rates, open NVIDIA control panel and go from there. Visit www.nvidia.com to update your drivers. I'm guessing that ATI has a control panel with similar features, although I don't know for sure. Any other brand, Google it!
Fps values higher than 100 are best when they divide evenly into snapshots, packets and hertz values.
Ex: /com_maxfps 333, /snaps 100, /cl_maxpackets 100 & /r_displayrefresh 111. 333 Fps is discouraged because it does NOT divide evenly into 100.
Ex: /com_maxfps 1000, /snaps 100, /cl_maxpackets 100 & /r_displayrefresh 50, 100, 125, 200 or 250, etc. 1000 Fps is fine.
Ex: /com_maxfps 125, /snaps 100, /cl_maxpackets 100 & /r_displayrefresh 125. 125 Fps is preferred to 333 Fps but is discouraged.
RULE OF THUMB: /snaps, /cl_maxpackets and /r_displayrefresh are usually optimal when each has the same value.
BEST EXAMPLE: /com_maxfps 100, /snaps 100, /cl_maxpackets 100 & /r_displayrefresh 100. 100 is the highest Fps possible without interpolating 2 or more frames into 1 snapshot, when the server has /sv_fps 100. More than 100 snapshots has no benefit because snapshots' counterpart, packets, are limited to 100 for internet play(LAN connections allow 125 packets so during a LAN party 125 snapshots, 125 frames and 125 flickers is optimal.) and there is no sense receiving 125 updates per second when you are sending 100 updates per second. Is there? 100 Fps and 100 Hz is better than 100 Fps and 85 Hz. If your monitor's maximum flicker rate is 85 then synchronize your Fps and your Hz at 85(/com_maxfps 85, /r_displayrefresh 85, /r_swapinterval 1 & /vid_restart) also do /snaps 85 and /cl_maxpackets 85. 85 Fps and 85 Hz is better than 100 Fps and 85 Hz. 100 Fps and 100 Hz is better than 85 Fps and 85 Hz. If your monitor's maximum flicker rate is 60 Hz then do /com_maxfps 60, /r_displayrefresh 60, /r_swapinterval 1, /snaps 60, /cl_maxpackets 60 & /vid_restart.
You may be thinking "i'll take 125 snapshots with only 100 packets" and if you are then I should let you know that on a server with "/sv_fps 125" a client with 125 Fps is going to have smooth updates from the server without interpolation but packets are limited to 100 for online play so "/cl_maxpackets 100" is the clients maximum which means 25 of those 100 packets to the server are going to be interpolated with 2 frames while the other 75 packets each carry 1 frame or all 100 packets are going to carry 1.25 frames. One of these two interpolation methods is going to be used and either one of them are going to cause lag in shot registration. Basically, you receive data of the virtual world just fine but you send data in bundles that the server must unpack, which causes lag in your shots.
Conclusion:
100 Frames,
100 Snapshots,
100 Packets &
100 Flickers
Per Second
is my favorite way to play Call of Duty online. | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 10:04 am | |
| Today's dreams are tomorrow's reality.
100 Snaps, 100 Packets & 100 Hertz can support 1000 Fps because, although 10 Frames are received in 1 Snapshot, 10 Frames are sent in 1 Packet and 10 Frames are generated in 1 flicker(9 of 10 Frames is not actually displayed on the monitor), the Frame to Snapshot and Frame to Packet compression ratios are 10:1 so 9 frames of 10 are NOT rendered by other clients connected to the server. Basically, this particular interpolation causes shaky player movements at a steady rate and is a waste of energy. Even if the 1000 Fps client has 1000 Hz, the other clients commonly have Fps ranging from 50-333(1/20-1/3 of the 1000 Fps user) Ex: a client with 200 Fps is going to update 1 time in every 5 screen flickers and a client with 50 fps is going to update 1 time in every 20 screen flickers. The client with 1000 Fps is rendered by a client with 100 Fps 100 times per second and a client with 100 Fps is rendered by a client with 1000 Fps 100 times in 1 second. This IS a disadvantage of 1000 Fps when compared to 100 Fps(which has zero interpolation[1:1 compression]). With an advanced interpolation algorithm, 1000 Fps could theoretically come together nicely with 1000 Hz, 100 Snapshots and 100 Packets. 1000 Fps has advantages, such as faster movement, stealth whilst sprinting, better shot registry, longer bash distance, higher jumps and unreal leans. | |
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AfterLife Lieutenant General
Posts : 1178 Reputation : 2 Join date : 2009-09-23
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 9:52 pm | |
| Now if only I understood this... LOL | |
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jared915 Registered User
Posts : 57 Reputation : 0 Join date : 2009-12-28
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 9:56 pm | |
| - AfterLife wrote:
- Now if only I understood this... LOL
just do what i do when i see a bunch of useless information. just nodd your head and agree. and just ignore it. lol | |
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AfterLife Lieutenant General
Posts : 1178 Reputation : 2 Join date : 2009-09-23
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 10:00 pm | |
| I'm guessing Vix will know.... soudns like serverside stuff that I dont know about | |
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The Phoenix Private - 1.3
Posts : 310 Reputation : 0 Join date : 2010-01-30 Location : In a big nest in Sesame Street
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 10:08 pm | |
| LOL....Fp's.....
No really dude...What did you really just say? | |
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Romanian Senior Administrator v.5
Posts : 3888 Reputation : 8 Age : 30 Join date : 2010-01-27 Location : California
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 10:27 pm | |
| he wants a utopia server. just that no one is gonna do this | |
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AfterLife Lieutenant General
Posts : 1178 Reputation : 2 Join date : 2009-09-23
| Subject: Re: Compromise without sacrifice. Sat Feb 27, 2010 11:02 pm | |
| Actually reading the whole thing over... it does actually make some kind of sense | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Re: Compromise without sacrifice. Thu Mar 04, 2010 11:04 am | |
| Yeah! Utopia! Our server maybe can't do that but can maybe do sv_fps 30 and likely every client can do snaps 30, cl_maxpackets 30 or 60, com_maxfps 60, r_displayrefresh 60 and r_swapinterval 1 | |
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dirtydozen. Captain
Posts : 283 Reputation : 0 Age : 31 Join date : 2009-09-25 Location : N.C.
| Subject: Re: Compromise without sacrifice. Sat Mar 06, 2010 1:45 pm | |
| this doesnt seem very politcy... so i moved it to sugestions. | |
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