The Real Issue

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Can anyone tell me what is being done to help cut down on the lag besides the client side explosions, i know the particle system will b adjustable, thank you for that, but what about other lag. Is there anyway to cut down on some of the useless lag? With the scale down i would think it would help lag because it wont b as massive everything going on but im not sure. I use DSL myself but think about the ppl with 56k it must be hard to have serious lag not just from connection but also from a lower-end computer, like mine lol. I just was wondering.
 
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I think there going to give you a choice in the customizations menu to turn off those blast dynacmic lights, which cause the lag in the game right now.
 
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Most of the beta testers are on 56k. The lag is less in the new version than in the old version.

Explosions and Ki Beams/attacks are moved to client side as well as a streamlining of code and improved attack prediction (I believe this is planned and not implemented yet)
 
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Originally posted by Cucumba!
attack prediction (I believe this is planned and not implemented yet)
Could you elaborate on this please. Attack Prediction?

BrunO
 
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Its like weapon prediction just its attacks and not weapons. Maybe you see a guy charge up a beam and you begin to lag you still see him finish his charge then when you come back in the beam might come out. It could go even further to where the beam comes out even. Maybe something with the ki balls to like if they have been holding it for more than 3 secs and you lag out then it keeps shooting them even though the client isnt sure if they are still holding or even which direction they are shooting at. It could be a really good thing or a really bad thing. I think they shouldnt have to much prediction in a game like this.
 
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Before everyone goes off and complains about lag, pls make sure that you're not confusing frame loss with lag. Those are two totally diff. things.
 
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I was wondering if it would lag bad too, cos I have a 56k
 
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indeed night



there is hardly any lag at all on 56ks i mean its very nice and dslers can actualy fight u evil 56killers now!! :D


frame rate is hardly ever slow and choppy





so stop worrying about the lag already!!! >_<
 
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I tested the inteam on my server, its a celery 400 with tnt 16mb card, on 800 x 600 with generic drivers more than a year old, basically a crapbox, but all in all, it still ran OK, but havnt updated anything on that POS for quite some time, so i suggest you all relax unless you have anything below a .........

Celeron 400, 192mb ram,
and 16mb TNT2
 
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I suppose my PII 400 mhz, 288 mb ram, 16 mb VOODOO3 is a tad better... thats of course till my 2.2ghz 512 mb rdram, 128 mb G4 4400 comes in like wednesday =]. And what i meant by "lag" before was just based on ping, because i understand having horrible frames ie <10 will make u skip around and seem like u lag but ur moving steadily with the server. I have about 150-200 ping on servers b4 and it never hit 100-150, and i get 60-100 on CS soo..
 
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my clan hosts some where i ping 50. (server is in nova scotia, I'm in florida :))
 
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Well, make the game run good on 4 megabyte video transfer memory, not a video card, and we'll talk. :D
 
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i dont think thats even possible to make it look decent on something like that ss...
 
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Bruno, what I ment was that the algorythm used to decide wether a client's hit box was struck by an attack may have been streamlined. If I remeber correctly, harSens mentioned something about it.
 
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in normal HL games to much attack prediction is a real pain in the arse it creats a lot of "getting shot to death while being around a corner" crap, but in ESF i couldnt see that problem being created
 
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but thats only because bullets travel so fast... with the beams they are slow so attack prediction is very help full in seeing beams and where they are going even when its laggin
 
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yeah thats why i said i couldnt see that problem being created in ESF
 

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