Evening all!
Playing the game again after a few months and just been having some funny "time skips" in the past 2 days during scrims when playing that never exactly happened before.
On a normal basis when connecting overseas this sort of happens more often but is it nothing more then just packet loss? My connections to these servers have been decent for a while now so this is a little surprising.
https://youtu.be/69Ig_rCUGQU?t=1m18s
Moment is past 1:18 in this case
basically while above the soldier seems to be a "cut" in time and change in positions similar to that of packet loss.
Anything different changed recently or just bad ol' internet while the soldier jumped past and collided?
I'll try and find a better example if possible but usually it's being reverted back to an earlier position
Evening all!
Playing the game again after a few months and just been having some funny "time skips" in the past 2 days during scrims when playing that never exactly happened before.
On a normal basis when connecting overseas this sort of happens more often but is it nothing more then just packet loss? My connections to these servers have been decent for a while now so this is a little surprising.
[youtube]https://youtu.be/69Ig_rCUGQU?t=1m18s[/youtube]
Moment is past 1:18 in this case
basically while above the soldier seems to be a "cut" in time and change in positions similar to that of packet loss.
Anything different changed recently or just bad ol' internet while the soldier jumped past and collided?
I'll try and find a better example if possible but usually it's being reverted back to an earlier position
You can check if you got choke/loss by typing "net_graph 3" in console.
To me, this looked like your mouse suddenly teleported to somewhere else. Maybe a faulty mouse? Maybe you can test another mouse to see if you still have this problem.
You can check if you got choke/loss by typing "net_graph 3" in console.
To me, this looked like your mouse suddenly teleported to somewhere else. Maybe a faulty mouse? Maybe you can test another mouse to see if you still have this problem.
SetletYou can check if you got choke/loss by typing "net_graph 3" in console.
To me, this looked like your mouse suddenly teleported to somewhere else. Maybe a faulty mouse? Maybe you can test another mouse to see if you still have this problem.
My assumption is packet loss +- the "collision" with the enemy soldier but I just was checking in since i had better connections of late and was wondering if there were any new bugs past few months. thanks for your input =]
Will try other equipment sets and keep recording
[quote=Setlet]You can check if you got choke/loss by typing "net_graph 3" in console.
To me, this looked like your mouse suddenly teleported to somewhere else. Maybe a faulty mouse? Maybe you can test another mouse to see if you still have this problem.[/quote]
My assumption is packet loss +- the "collision" with the enemy soldier but I just was checking in since i had better connections of late and was wondering if there were any new bugs past few months. thanks for your input =]
Will try other equipment sets and keep recording
A few moments after it happened you opened the scoreboard, and you have the setting where net_graph 4 is enabled with the scoreboard. This graph has enough history which covers the event.
http://i.imgur.com/bdhprDm.png
Note the spikes in the middle, each multicolored vertical line represents a packet of data (the colors are for different types of data). Note specifically how they are much taller during the lag (more updates in each packet), and that there are less of them (some appear to be missing).
This does look like packet loss to me.
Interestingly this loss corresponded with your player model contacting an enemy model (the soldier jumping by). The TF2 client visually moves your character when you use the movement keys before getting a server confirmation of those movements, this makes moving around feel immediate and not laggy (the alternative is you having to wait your ping time to move, ew!). This works pretty well when you're interacting with just the map, since the client and server use the same logic to map movement keys to physical translation, and the server agrees with what the client predicted.
This gets much harder when you run into an enemy model. The issue is that your client still predicts your movement (it has to for the game to feel right), but the information your game has on the enemy's position is out of date (because pings) so the actual interaction between your models can only be accurately resolved by the server. If you're running alongside an enemy your client may make predictions that are getting constantly corrected, creating an effect where the models appear to telelport around.
So overall:
-It looks like there was some packet loss
-Your player model touched an enemy player model in an unpredictable way at the same time
TF2 Smooths most of these transitions, but in cases were the gap is too large it corrects everything in one go.
A few moments after it happened you opened the scoreboard, and you have the setting where net_graph 4 is enabled with the scoreboard. This graph has enough history which covers the event.
[img]http://i.imgur.com/bdhprDm.png[/img]
Note the spikes in the middle, each multicolored vertical line represents a packet of data (the colors are for different types of data). Note specifically how they are much taller during the lag (more updates in each packet), and that there are [i]less[/i] of them (some appear to be missing).
This does look like packet loss to me.
Interestingly this loss corresponded with your player model contacting an enemy model (the soldier jumping by). The TF2 client visually moves your character when you use the movement keys [i]before [/i]getting a server confirmation of those movements, this makes moving around feel immediate and not laggy (the alternative is you having to wait your ping time to move, ew!). This works pretty well when you're interacting with just the map, since the client and server use the same logic to map movement keys to physical translation, and the server agrees with what the client predicted.
This gets much harder when you run into an enemy model. The issue is that your client still predicts your movement (it has to for the game to feel right), but the information your game has on the enemy's position is out of date (because pings) so the actual interaction between your models can only be accurately resolved by the server. If you're running alongside an enemy your client may make predictions that are getting constantly corrected, creating an effect where the models appear to telelport around.
So overall:
-It looks like there was some packet loss
-Your player model touched an enemy player model in an unpredictable way at the same time
TF2 Smooths most of these transitions, but in cases were the gap is too large it corrects everything in one go.
curiously, this happens to me all the time, on servers with all kinds of pings and almost exclusively when crouch jumping.
curiously, this happens to me all the time, on servers with all kinds of pings and almost exclusively when crouch jumping.
TechDudeA few moments after it happened you opened the scoreboard, and you have the setting where net_graph 4 is enabled with the scoreboard. This graph has enough history which covers the event.
You live up to your name with those detective skills. Thank you!
Thanks for the feedback. I'm going to see if I can do anything about it, Have you had muc hexperiecne with home plugs or perhaps small home routers with multiple connections? (Trying to see what causes the choke)
[quote=TechDude]A few moments after it happened you opened the scoreboard, and you have the setting where net_graph 4 is enabled with the scoreboard. This graph has enough history which covers the event.
[/quote]
You live up to your name with those detective skills. Thank you!
Thanks for the feedback. I'm going to see if I can do anything about it, Have you had muc hexperiecne with home plugs or perhaps small home routers with multiple connections? (Trying to see what causes the choke)
Direct ethernet connection to the router is always best.
The powerline ethernet things work by transmitting data over your power circuitry through high frequency signals, but other electronic components can interfere with this (or filter it out, as some power strips do).
How often does this happen?
The packet loss could be from lots of places in your network, it's hard to blame any specific thing unless the lag stops when you remove or replace some part of it.
Direct ethernet connection to the router is always best.
The powerline ethernet things work by transmitting data over your power circuitry through high frequency signals, but other electronic components can interfere with this (or filter it out, as some power strips do).
How often does this happen?
The packet loss could be from lots of places in your network, it's hard to blame any specific thing unless the lag stops when you remove or replace some part of it.
Looks like I'm having those small gaps no matter where I'm connected to. I would prefer direct ethernet as well but that's not an option for me atm (different floor). Will trial and error this, thank you for your help!
Looks like I'm having those small gaps no matter where I'm connected to. I would prefer direct ethernet as well but that's not an option for me atm (different floor). Will trial and error this, thank you for your help!