[youtube]https://www.youtube.com/watch?v=F1XD_6SDvK8[/youtube]
lag?
Might be related to this?
[youtube]https://www.youtube.com/watch?v=5YBf_-KlmpY[/youtube]
BeaterMight be related to this?
https://www.youtube.com/watch?v=5YBf_-KlmpY
definitely lag in your case, scout at the back looks like he lags
[quote=Beater]Might be related to this?
https://www.youtube.com/watch?v=5YBf_-KlmpY[/quote]
definitely lag in your case, scout at the back looks like he lags
BeaterMight be related to this?
https://www.youtube.com/watch?v=5YBf_-KlmpY
In your video you can clearly see the time speeding up when you fire those "machine gun rockets". This does not happen in the video the OP posted.
[quote=Beater]Might be related to this?
[youtube]https://www.youtube.com/watch?v=5YBf_-KlmpY[/youtube][/quote]
In your video you can clearly see the time speeding up when you fire those "machine gun rockets". This does not happen in the video the OP posted.
well basically scrab's a cheato burrito
well basically scrab's a cheato burrito
Other than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.
Other than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.
MasterKuniOther than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.
I don't think that would be as noticeable as what we've seen in the video
[quote=MasterKuni]Other than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.[/quote]
I don't think that would be as noticeable as what we've seen in the video
CHERRYMasterKuniOther than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.
I don't think that would be as noticeable as what we've seen in the video
nowhere NEAR as noticeable. A lag shift like that, which is the only reason the client can send input commands faster than normal, would TOTALLY fuck up one of the two players' positions, and hitreg, which it doesn't in this video.
I'll consider it a one-off glitch or speedhacks until proven to be something less ridiculous.
[quote=CHERRY][quote=MasterKuni]Other than lag, one possibility is if the client is running at a higher framerate than the server's tick rate, then the user's input could happen between ticks and the server would need to "catch up". This concept was discussed in the previous thread regarding framerate caps higher than your monitor's refresh rate. However, I don't know if what I described is possible because I'm not well versed on source engine netcode.[/quote]
I don't think that would be as noticeable as what we've seen in the video[/quote]
nowhere NEAR as noticeable. A lag shift like that, which is the only reason the client can send input commands faster than normal, would TOTALLY fuck up one of the two players' positions, and hitreg, which it doesn't in this video.
I'll consider it a one-off glitch or speedhacks until proven to be something less ridiculous.
the good, the bad and the laggy
the good, the bad and the laggy
happens to me atleast once a day, doubt its lag just some weird input bug
happens to me atleast once a day, doubt its lag just some weird input bug
It's something that happens occasionally to me, I can't say about server particulars but since I play the most scout on dm servers or scrims, I've had it happen on both. Not as a regular thing per se, but sometimes a couple times a day I'll notice, I couldn't explain it for you, but at least in my case I can tell you it occurs without some hack/external program.
I run capped at 120 fps on a 120hz monitor, on a fairly poor wireless connection (though still pretty consistent in connection) if that helps.
It's something that happens occasionally to me, I can't say about server particulars but since I play the most scout on dm servers or scrims, I've had it happen on both. Not as a regular thing per se, but sometimes a couple times a day I'll notice, I couldn't explain it for you, but at least in my case I can tell you it occurs without some hack/external program.
I run capped at 120 fps on a 120hz monitor, on a fairly poor wireless connection (though still pretty consistent in connection) if that helps.
I've gotten a lag spike before and upon coming out of that lag spike I fired two rockets stacked on top of each other followed by a third shot more rapidly than the normal rate of fire. It was bizzare. Whatever I shot at got dead.
I've gotten a lag spike before and upon coming out of that lag spike I fired two rockets stacked on top of each other followed by a third shot more rapidly than the normal rate of fire. It was bizzare. Whatever I shot at got dead.