this is what ive had to do, though with the current spread system, it makes sense to do that every few seconds regardless
Unfair High Ping register, NetCode to improve
[QUOTE=ailmanki;482403]You guys should really get some proper testing environment. You could simulate lag actually - there are various ways to delay a packet.
Else all tweaks will be based on hearsaying, thats really bad.[/QUOTE]
We have used both Shunra and LanForge to simulate high latency, jitter, low bandwidth, packet loss etc. (this is what I meant by ‘lab’ conditions) but we don’t always come across the ‘real world’ issues that people are experiencing. We’ll still test scientifically on our end, just with actual closed beta players on the other end of the line 
I’m hoping that at some point we can introduce a proper netgraph so everyone can see what’s going on. Poking programmers about it still 
MMMM I was watching spec play that game (badly as usual I only play games with him because his cursing is funny) round his house and I can say unless there was a phantom in his ethernet he generally pings in the low 20/40’s. You did die somewhat late however, as you had just went out of his view by his screen.
Ah that blows that theory out the water then, its even more worrying if this is happening for two players with <40 ping… fps after all? I didn’t have stat fps on but I generally get around 70fps on that map.
He is running one of my old 690’s and gets around 300/150fps on that map less with 8 players ofc.