Quote:
Originally Posted by Verrie77
I have now turned everything as far down in grafic as i possibly could....still the same lag 
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SoE can't help you with this problem, only your wallet can.
Ping is ping, you can't reach out and force it to lower unless its spiking cause of net usage in your network. The lag that just surfaced reminds me of Quake 3 when I would try to tweak the net commands to get a cleaner connection. It feels like when some of my settings not at optimal numbers.
/snaps
The snaps setting is used to calculate how many gameworld updates you receive from the server. Usable range is 10 to 'server sv_fps setting' and defaults to 20. Version 1.17 of Quake3 forces snaps client side to a maximum of 25 or in some cases a maximum of 30. However the network code works in such a way that snaps should always be set to match or be above the server's sv_fps or a divisor of it.
/timenudge
We strongly suggest you leave cl_timenudge at 0 for online play. However If you do wish to alter cl_timenudge to adjust client side prediction then try a negative value that is 25% to 50% of your average ping. Example if you are currently pinging 100 to the server then experiment with a setting between -25 to -50 as your cl_timenudge value. Note that if you are using a negative value for cl_timenudge the top graph in cg_lagometer may be mostly yellow.
A positive value may help if you have problems with gameworld updates (snaps) not being rendered in time. Try a small positive cl_timenudge value of 5,10,15 or 20 never higher. See cg_lagometer for an explanation of how to determine if gameworld updates are not being rendered in time.
/rate
In 1.29 and above data packets are compressed server side before being transmitted to the client. Even though rate cap limits will be unchanged the actual amount of data sent in packets for a given rate limit will be greater as upto 5:1 compression is possible. In essence a 8000 rate cap limit could mean that after decompression on the Quake3 client you are actually receiving 12000+ bytes for a rate cap of 8000.
Now I understand it is two totally different games, and this game is not one that lets you even adjust such technical settings. But the lag I feel is EXACTLY how it felt in other games when the above settings were out of whack. I mean a server could have 40 ping with a fucked up rate and snaps setting and 40 ping feels like 90. Blocky/muddy movement, heavy/delayed reaction of your controls and lag that feels far worse than the ping displayed, despite no PL. No idea else what is causing the lag - just feels like the old days and connecting to a server with very poorly configured net settings.
I'm shocked there wasn't a roll back - isn't that what back-up is for? When the new version fucks up? Now its here and needs to get solved. It's a good thing this game doesn't have the popularity of WoW. Theres no fucking way they could give us stable servers with over 5x the amount of people connecting to their game.