question about antilag


(SCDS_reyalP) #41

You mean like b_antiwarp ? :moo:


(TwentySeven) #42

yeah ETPRO and Neils stuff both provide vars for it being on or off.

As for the UrT stuff, Im not trying to evangelize it as the perfect solution - people whos upstream is fluxing do feel it, it’s just gotta be fairly extreme for it to make the game unplayable.

As for ETPRO and the sticking/ping buildup - I think Bani’s more qualified to comment on this then I am. From what I understand though, the ping buildup is very gradual and only really happens if you’re fluxing alot.

Your definition of sticking and zooming was right though.
Sticking is a complete pause, with no respect to gravity or intertia.
Zooming is a player quickly warping between two points “at mach 5”.


(Xamot) #43

:drink: (no :blush: emoticon, so this will have to do)


(bani) #44

Here’s the best summary of the different antiwarp systems I can come up with. (UrT guys will have to correct me if there are mistakes):

Player zooming:
UrT: No
ETPro: No
Unlagged: Some

Player freezing:
UrT: No
ETPro: Yes
Unlagged: No

Hittable when frozen:
UrT: Players dont freeze
ETPro: Yes
Unlagged: Players dont freeze

Player mispredicts to themselves (causing players to run into walls, off ledges by accident):
UrT: Yes
ETPro: No
Unlagged: No

Player mispredicts to others (causing player to appear jittery after player comes out of lagging)
UrT: No
ETPro: No
Unlagged: Yes

“Ping builds up” if player loses lots of packets
(mainly cosmetic, since delagging the hitscans takes care of this):
UrT: No
ETPro: Yes
Unlagged: No

Playable by person with very poor connection:
UrT: No
ETPro: Yes
Unlagged: ?? Most likely

By “ping buildup” in etpro, it means that a player who has a crappy connection and loses lots of packets, they’ll see their ping spike up when this happens and then the ping slowly decreases over time as etpro smooths out their commands to the server so that they don’t warp to others and so that they don’t mispredict to themselves. (Basically, nobody notices anything happened except the player who is lagging will notice the weirdness in their netgraph). They can stop moving for a second and the ping will instantly return to normal though. This is probably the strangest aspect of ETPro’s antiwarp, but it’s very simple to understand when you see it in action.

AFAICT UrT’s antiwarp only targets deliberate laggers, its algorithm is built around that and doesn’t try to address people with genuinely crappy connections. It’s assumed that people with crappy connections simply won’t play UrT.

ETPro and Unlagged’s antiwarp targets both deliberate laggers and players with poor connections, albeit through somewhat different mechanisms.


(TwentySeven) #45

Yep, thats about right.

The “crappy” level of connection in UrT thats “not playable” is pretty severe. At default settings we’re talking about +50ms worth of flux between the packets sent out via cl_maxpackets all the time. Thats the equivilant of your ping jumping around by +100ms a dozen times a second.

What it doesnt do is punish you for simply having a high ping, or even packet loss - q3+antilag already has mechanisms in place for dealing with those.

Anyway, you’d have to get testimonials from the UrT players :slight_smile:

very interesting discussion though!