GunZ Factor Forums

Go Back   GunZ Factor Forums > GunZFactor Forums > The Garrison

Become a Gold or Silver Member

Reply
 
Thread Tools
Old 07-17-2006, 06:24 PM   #1 (permalink)
Newbie
 
Archmoo's Avatar
 

Join Date: Jul 2006
Posts: 3
Archmoo is unknown around these parts.

Lightbulb Suggestion to the devs: How to fix the lag

Hello,

Appologies if someone has already posted something to this effect, I couldn't find it if they have. Appologies on the length also, I'm a programmer so I'm going to get quite technical :-)

I was reading the excellent article by 7thSerapHim The Guide to Lag, Ping and Lead Shot..

Personally the biggest problem I have with the game is lag. My connection is pretty good and I've played quite a lot of online FPS, but GunZ lags the worst by far. There seems to be two reasons for this (and hence two suggestions for a fix).

SUGGESTION ONE: SERVER-CLIENT INSTEAD OF PEER-PEER.

The single biggest reason for the lag problem is that if 7thSerapHim's description is accurate then GunZ is clearly using a peer-to-peer model rather than a server-client model. Almost ever other FPS uses server-client, and for good reasons, so one really wonders why GunZ is using peer-peer.

What's the difference? Well in short in peer-to-peer networking each client decides for themselves whether someone has hit them or not. In server-client networking the server is the only computer that makes that descision, other clients say where they are and where they are firing but the server is the only one that decides whether it was a hit or not.

The *really* big advantage of server-client over peer-to-peer is that when you're leading your shot the only thing that matters is your ping to your server (which is more-or-less constant) and not your ping to the other player, or even their ping to the server. It doesn't matter if they're ping is 0 or 10000, if you fire and the server thinks it was a hit then it was.

The fact that only one ping matters (the ping to the server) also makes it easier to find games where you have a good ping. All that would be needed it some indicator in the list-of-games of what each server's ping was. You would then be able to see if it was acceptable or not and choose the server that's best suited.

The other big advantage is that it's much harder to hack! In a peer-to-peer network a client can get God mode just by always saying "no you missed". In a server-client network they can only hack if they are the server, which makes life harder for the hackers. If GunZ had it's own dedicated servers (slightly more cost) then there would be almost no hacking at all!

DISADVANTAGES

There are only two disavantages to a server-client model, both relatively minor:

- firstly in the current setting if the host leaves the game, no problem, someone else takes over. However life is slightly (though not vastly) more complicated with server-client, however, this problem isn't insurmountable.

- secondly because the server is the "ultimate arbitrator" when a client moves they don't actually move, they're actually asking the server for permission to move (perhaps the server disagree's, someone might have just blown them against a wall with a rocket for example).

This means that there can be lag in the clients controls, again this problem is well solved. A client can simply assume that what they're doing is permitted and proceed to display it to the user as if it's happened immediately, performing corrections when this turns out to be wrong. Again this is all in the QuakeWorld source.

SUGGESTION TWO: CLIENT SIDE PREDICTION.

Essentially the way this works is that the computer helps "lead" for you, it sees that your ping to the server is 100ms so it draws all players 200ms infront of where they were last said to be. In terms of 7thSerapHim's diagram it would be drawing the player in the blue box position, not the position indicated on the diagram.

So in our above example, with client side prediction if you fire "straight at" the player (i.e. no lead) you're actually leading by 200ms. Which it just so happens is the perfect lead to hit them with.

This technique is very old and well tried and tested (first implemented in QuakeWorld - you can even go and read the source code for it). That's because it makes perfect sense, the computer is much better at leading than the player, it has up-to-date idea of the ping and the calculation is trivial for it to make, so why not let the computer do it?

Of course if your ping to the server is dreadful so will the accuracy of computer's leading, but then if your ping is dreadful you'd never hit anyone anyway.

Client side prediction should work well in either peer-to-peer or server-client, it's just a little easier in server-client.

DISADVANTAGES

As far as I can tell there's not a single disadvantage to client-side prediction, even if just using the peer-to-peer model. If the ping's really bad then people might jump about quite a lot, but then it's not worse than the current situation where as far as hitting them is concerned they already *have* jumped about like that. It would then at least be easy for players to tell that they were shooting at someone with a dreadful ping and decide not to waste the ammo.
Archmoo is offline   Reply With Quote
Old 07-17-2006, 06:34 PM   #2 (permalink)
Gunzfactorian Patriot
 
Trust's Avatar
 

Join Date: Jul 2006
Posts: 299
Trust is on a distinguished road.
Send a message via AIM to Trust Send a message via MSN to Trust
Default Re: Suggestion to the devs: How to fix the lag

Agreed, the most-stable and popular FPS's use the dedicated-server system. This way we can see who's really lagging and all that. There are so many advantages to this system, but the thing is I don't think it'll ever happen in GunZ =\.
__________________

Danmaku (Panties) - Lv. 2x
Trust is offline   Reply With Quote
Old 07-17-2006, 06:37 PM   #3 (permalink)
SUPER DOUBLE HOMO
 
Jackolope's Avatar
 

Join Date: Apr 2006
Posts: 4,678
Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.
Send a message via MSN to Jackolope
Default Re: Suggestion to the devs: How to fix the lag

You have opened my mind to the lazyness of MAIET. Good job.
__________________

Jackolope is offline   Reply With Quote
Old 07-17-2006, 06:52 PM   #4 (permalink)
Gunzfactorian Commando
 
Zim-Zum's Avatar
 

Join Date: Apr 2006
Location: vaginas
Posts: 2,700
Zim-Zum is a dishonourable killer.

Default Re: Suggestion to the devs: How to fix the lag

Too bad MAIET won't read this.

And if they do, they probably won't care. :/
__________________
LOL
Zim-Zum is offline   Reply With Quote
Old 07-17-2006, 06:56 PM   #5 (permalink)
SUPER DOUBLE HOMO
 
Jackolope's Avatar
 

Join Date: Apr 2006
Posts: 4,678
Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.
Send a message via MSN to Jackolope
Default Re: Suggestion to the devs: How to fix the lag

Quote:
Originally Posted by Zim-Zum
Too bad MAIET won't read this.

And if they do, they probably won't care. :/
You know that they won't read it because it's in english. Guntrix doesn't have the time to try and figure out what "dev" means.
__________________

Jackolope is offline   Reply With Quote
Old 07-17-2006, 07:01 PM   #6 (permalink)
Gunzfactorian Commando
 
Zim-Zum's Avatar
 

Join Date: Apr 2006
Location: vaginas
Posts: 2,700
Zim-Zum is a dishonourable killer.

Default Re: Suggestion to the devs: How to fix the lag

Quote:
Originally Posted by Jackolope
You know that they won't read it because it's in english. Guntrix doesn't have the time to try and figure out what "dev" means.
Insert an OWN3D picture here.
__________________
LOL
Zim-Zum is offline   Reply With Quote
Old 07-17-2006, 07:20 PM   #7 (permalink)
SUPER DOUBLE HOMO
 
Jackolope's Avatar
 

Join Date: Apr 2006
Posts: 4,678
Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.Jackolope has a reputation beyond repute.
Send a message via MSN to Jackolope
Default Re: Suggestion to the devs: How to fix the lag


...and...
__________________

Jackolope is offline   Reply With Quote
Old 07-17-2006, 07:27 PM   #8 (permalink)
Gunzfactorian Soldier
 
filya1's Avatar
 

Join Date: Apr 2006
Posts: 950
filya1 is on a distinguished road.

Default Re: Suggestion to the devs: How to fix the lag

very nice. I hope someone gets this to Guntrix and he in turn to the devs !!
filya1 is offline   Reply With Quote
Old 07-17-2006, 07:51 PM   #9 (permalink)
Gunzfactorian Commando
 
Gokul's Avatar
 

Join Date: Feb 2006
Location: Canada
Posts: 2,514
Gokul is an honorable soldier.Gokul is an honorable soldier.
Send a message via MSN to Gokul
Default Re: Suggestion to the devs: How to fix the lag

Even though this has been suggested before. Maiet orignally wanted "Localized" servers.. That means. IGunZ was an idiotic version to begin with. You understand what I mean?
KGunZ - Good ping between Boreans.
JGunZ - Good pings between Japanese.
And so on...

Unless MAIET decides to reprogram IGunZ and it's servers, this lag will remain here, always.
__________________
Gokul is offline   Reply With Quote
Old 07-17-2006, 07:58 PM   #10 (permalink)
Member
 

Join Date: Jun 2006
Posts: 34
Kasumai is on a distinguished road.

Default Re: Suggestion to the devs: How to fix the lag

Yeah - the first suggestion was one I'd been thinking about for quite some time. Still, though, most of us know that MAIET won't take it into account, not only because of laziness, but budget, too.
Kasumai is offline   Reply With Quote
Old 07-17-2006, 08:06 PM   #11 (permalink)
Gunzfactorian Soldier
 
Gart's Avatar
 

Join Date: Feb 2006
Location: California
Posts: 785
Gart has a spectacular aura about.
Default Re: Suggestion to the devs: How to fix the lag

I think the client side predicition would be really great. Thats actually a good idea. But the problem is that it will never happen. It will never happen if you leave maiet to do the work that is. Good suggestions and good post.

And to the people going "O u got owned" get a life.
Gart is offline   Reply With Quote
Old 07-17-2006, 08:16 PM   #12 (permalink)
Member
 
Zephyr_173's Avatar
 

Join Date: Jul 2006
Location: In a cardboard box at the end of your street
Posts: 19
Zephyr_173 is unknown around these parts.
Send a message via MSN to Zephyr_173
Default Re: Suggestion to the devs: How to fix the lag

So your pretty much saying that ..if Gunz was more like Counter Strike ..hackers would cease to exist and lag wouldnt be as game killing as it is? hmm ..hopefully these MAIET people look into this .. it sounds promising ^-^
__________________
. . .
Zephyr_173 is offline   Reply With Quote
Old 07-17-2006, 09:14 PM   #13 (permalink)
Gunzfactorian Patriot
 

Join Date: Jul 2006
Posts: 261
Gunba has a spectacular aura about.

Default Re: Suggestion to the devs: How to fix the lag

This suggestion would make kstyle even MORE wonky.

Someone dashes left so their character teleports over a metre in that direction, then they finish off their hs and dash back.. it's going to be a mass of teleporting ninjas with shotguns :/
Gunba is offline   Reply With Quote
Old 07-17-2006, 09:22 PM   #14 (permalink)
Gunzfactorian Commando
 
Zim-Zum's Avatar
 

Join Date: Apr 2006
Location: vaginas
Posts: 2,700
Zim-Zum is a dishonourable killer.

Default Re: Suggestion to the devs: How to fix the lag

Quote:
Originally Posted by filya1
very nice. I hope someone gets this to Guntrix and he in turn to the devs !!
Guntrix: Hi guys, I have a suggestion from the forums for you...
MAIET: LOL NO WAI
__________________
LOL
Zim-Zum is offline   Reply With Quote
Old 07-17-2006, 09:23 PM   #15 (permalink)
Banned
 

Join Date: Jun 2006
Posts: 41
hoo-Owl-hoo is dishonorable.

Default Re: Suggestion to the devs: How to fix the lag

:/ First of all gunz would have to be radically changed internally and people are already whining about the lack of a full version. With your 2nd idea what happens if the player changes direction? With the first idea it would be more difficult for people to create their own games then as it is now because they would need a bigger connection and alot of people dont have the power to do that with their computers.
hoo-Owl-hoo is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off


All times are GMT -5. The time now is 11:58 AM.


Powered by vBulletin®
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34