Seems I have found out what was causing the weird lag I was experiencing on any crowded server lately, but this raises even more questions, so I'm seeking advices. Let me explain :
I have assymetric DSL, 608 kbps downstream / 152 upstream. For some reason (I guess because of the half duplex nature of the line), if i'm uploading too much data on the line, the down stream becomes slow and delayed.
When I'm playing UT with too many players and spammage all the way (your average 10 players pub), the traffic downstream increases, and I get weird lag. Much like playing with a modem with an inconstant bad ping and a bit of packet loss. Quite unplayable.
I believe that the lag is caused by quite a high upload rate to the server (or so it seems), and I'd like to work around that.
That's where things become tricky. Looking at F6 stats, it seems that UT sends a packet of data for every frame displayed. It sounds a bit stupid that the network traffic would be bound to how fast your computer can compute frames, but apparently, that's how UT handles the stuff. Seeing as my 1337 comp can deliver 100+ fps consistantly, the traffic generated into both directions can get quite high at times (Hell, do I hate flak spam).
Actually, my line should be able to handle the thing quite handily, even if we only take into account the upstream speed, so maybe the problem is not with my line. Whatever.
Now the questions :
1) Any way I can reduce the rate at which packets are sent to the server *without* affecting my framerate ? (sort of max tick rate for client side) ?
2) Any way I can fine tune the net-speed for up/down directions separately ?
3) Any way I can cap my framerate *without* turning vsync on ? (for some reason, I have more mouse lag than should be with vsync on, dunno why, and i'd like to save my eyes from the 60hz refresh rate)
4) Can someone rewrite UT netcode ? Please ? Pretty please ?
Hellllllp
Lily
I have assymetric DSL, 608 kbps downstream / 152 upstream. For some reason (I guess because of the half duplex nature of the line), if i'm uploading too much data on the line, the down stream becomes slow and delayed.
When I'm playing UT with too many players and spammage all the way (your average 10 players pub), the traffic downstream increases, and I get weird lag. Much like playing with a modem with an inconstant bad ping and a bit of packet loss. Quite unplayable.
I believe that the lag is caused by quite a high upload rate to the server (or so it seems), and I'd like to work around that.
That's where things become tricky. Looking at F6 stats, it seems that UT sends a packet of data for every frame displayed. It sounds a bit stupid that the network traffic would be bound to how fast your computer can compute frames, but apparently, that's how UT handles the stuff. Seeing as my 1337 comp can deliver 100+ fps consistantly, the traffic generated into both directions can get quite high at times (Hell, do I hate flak spam).
Actually, my line should be able to handle the thing quite handily, even if we only take into account the upstream speed, so maybe the problem is not with my line. Whatever.
Now the questions :
1) Any way I can reduce the rate at which packets are sent to the server *without* affecting my framerate ? (sort of max tick rate for client side) ?
2) Any way I can fine tune the net-speed for up/down directions separately ?
3) Any way I can cap my framerate *without* turning vsync on ? (for some reason, I have more mouse lag than should be with vsync on, dunno why, and i'd like to save my eyes from the 60hz refresh rate)
4) Can someone rewrite UT netcode ? Please ? Pretty please ?
Hellllllp
Lily