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By Adam
Firstly there are the things that affect your net play:
- Latency
- Graphics speed
- Bandwidth
I've heard many people say HL is "laggy" - 'Lag' should refer to
latency, nothing else. A game will have the same lag to a given
destination - that's a hardware thing, not software. I was playing on
a LAN with some LAN-newbies (but old hands at net play) - they were
complaining the pit in Crossfire was laggy. Laggy? On a LAN? It turned
out that his machine couldn't cope with the 2000 or so decals that
were around that pit.
Bandwidth
First, let's sort out Bandwidth:
Bring up the console, type R_NETGRAPH 1
This should bring up a graph... green lines show your ping. They
should roll along the bottom quite happily.
Red lines indicate lost packets, or packets that were so late they
were outdated by the time they arrived . Increasing your rate will
solve this. However, you're bound by how fast your modem runs - when
you get to your limit (around 3750 for a 56k, or 8000 on
single-channel ISDN) you'll start getting yellow spikes. (see below)
But if you've still got red spikes when the yellow ones start to
appear, you'll need to alter your FPS_MODEM (and put your
rate back a bit - it defaults to 30 (occasionally, I've had HL use the
FPS_LAN setting, so if changing FPS_MODEM doesn't do
anything, play with FPS_LAN) Drop it to 25 initially, then 22, then
20... 18 is generally as low as you want to go. You'll need to
decrease it a bit more as the server fills up.
Yellow lines indicate late packets. This means your Modem couldn't
keep up with the data coming from the server... the solution is to
decrease your RATE - 3750 is good for a fairly empty (2-6)
player game... you'll need to decrease this as people join in. Why?
Well, a 55.6k your modem can theoretically deal with a rate of about
4200. 3750 is good for a few spikes of action - but if you've got 6
HWGuys bearing down on you, your modem will start to sob - if you
notice yellow spikes (or bars ;) during comat, drop your rate -
otherwise a backlog of data starts to build up, waiting for your
modem... Blue Lines. Well. These only appear during real 'net problems. I
think. To be honest, I haven't figured these out yet. If you know what
these mean, or even have ANY idea, PLEASE let me know! (they might
even mean early packets...)
When you've twiddled with both of these values for 2 minutes, you
will find your ping will go down (when you've got reserve bandwidth
left over and you're not pushing your modem to it's limit, you'll do a
lot better)
Push Latency
I've heard many differing opinions on this. Set it to your ping,
the negative of your ping, half the negative of your ping, double the
negative of your ping...
I quote from one source:
"PUSHLATENCY - This defaults to -50. This command adjusts client side
prediction by negating the effects of latency. Use the negative value
of your ping to achieve the best results. For example, if your ping
is 250, set the pushlatency to -250"
Well that's the one I follow. What I *think* this means is, well,
imagine you're a sniper - you charge up a shot and fire. Your ping is
500ms... If you had 0 PUSHLATENCY you'd fire immediately -
but the server wouldn't think that you'd fired for another
500ms... with a PUSHLATENCY of -500 YOU wouldn't fire for 500ms - but
when you did you, you and the server think you fired at the same
time. I hope that makes sense! (for a laugh, play with PUSHLATENCY set
TO your ping, ie 500 in this case... very weird)
Ping isn't that important, not as important as utilising your
bandwidth correctly. Unless you're a sniper, in that case ping is
everything. :) There's bugger all you can do to physically reduce your
ping - don't run any other programs that use the net ('cept ICQ ;),
make sure you pick a server with good *average* ping, get a digital
connection (ISDN gives a ping of around 60-90) But a ping of 10 gets
you nowhere if you're not using that bandwith properly!
Other increases
These are all graphics increases - if you're running a PII 450 on a
Voodoo3 they WON'T help! With 8-10 players, you can run with all of
these on, on a PII233 with Voodoo2 card. More players than that, and
you've got to start dropping them...
| Turn off shadows |
r_shadows 0 |
(can be a big hit with 2 dozen TFC players) |
| Reduce the decals |
r_decals 300 |
(I usually default to 4096, but on a map where you can see the
battle scars, esp. HWguys bullet holes, it begins to go
really slow) |
| Turn the ZTrick back on |
gl_ztrick 1 |
(I usually turn this off, as that flickering is really annoying,
but it is a small speed hit) |
| Reduce how far you can see |
gl_zmax |
reduce this number by a 500 a go until you can't see the far
end of the map |
| Buy a Voodoo card |
:-) |
I don't recommend decreasing the resolution - you really need
640x480 minimum, just to be able to identify players at a distance.
If you've got any more tricks, or you think I've got anything wrong
(naaahhh), then mail me!
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