Spartacus Wrote:I, The Rival Wrote:It does it in a way that the delay begins at the start of the map, so you wouldn't notice the delay. This means that generally, the way that damage registers is down to how well you're interpolating data.
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I don't get how they can collate the delay at the start of the map and not during the game.
It backs up constantly throughout the map, so it doesn't go out of sync when a new player joins. I said it starts when the map begins
I'd imagine the tick buffer refreshes when each round begins? I had a really good guide that explained it better than me, but I deleted all my CS:S bookmarks :/
Spartacus Wrote:Anyway, that was really informative. Thanks for explaining the terminologies. Not that it matters to my initial question,does it mean that
Latency = Ping/2
You'd think so, but I don't think it's generally the case of being able to divide your ping by 2 and find your latency. The best way to determine is to look at the scoreboard (which displays latency) and then look at your netgraph (which displays ping). You'll notice that they're often different values, and that's because one of them is displaying your response time to the server, and one is displaying the data round trip time. Here's a screenshot I took off Bahs profile to demonstrate what I mean :
Spartacus Wrote:Back to my question on "ping" and "opponent's registry on me", so the conclusion to your explanation is that lerp(linear interpolation) is what determines registry? In engineering(where i'm from), linear interpolation is normally used to determine a specific point between 2 known coordinates or data. I'm still trying to picture how it fits here.
Forgive me, I am still a little fresh on the whole thing. I did write a big guide on this a while back, so apologies if I contradict myself anywhere here as well. You can check out the old thread, it's on the forums here somewhere.
Forget about ping/latency. It's just telling you how quickly it takes you to get a response from the server (generally packet requests). This is merely how long it takes for you to get a response, not how long it takes for a packet to travel. That's down to your rates. On net_graph, the 2 values that say "IN : 23.5k/s" and "OUT : 6.5k/s" are the speeds in which you're sending packets, and the ones next to it are how many packets you're sending/receiving per second. As long as they match the servers tickrate (66/s) then you're receiving and sending packets as fast as the server is. Sure, they have longer to travel, but it's such split second stuff that coupled with the buffer and good interpolation response time, you'd barely notice it.
As far as I understand it, the server will interpolate the data based on where you were and where you're going to be. It can determine where you're going to be because of the buffer (it already knows because its 10ms ahead of you, a speed which you'd never notice as it's humanly impossible), and it knows where you are because you've already been there (obvious). So if you're not updating quick enough, or you're dropping packets (and therefore losing positional data and getting choke), then your position will not be updated, and as far as the server is aware, your hitbox won't be in line with where your opponent thinks it is.
A fast interpolation of data coupled with the correct uploading/downloading packet speed, and you should never notice anyone having trouble hitting you, or you hitting them.
Everyone is very quick to blame other peoples pings for them missing. In fact, it could be several things; the player models not registering the damage correctly due to Valves "model damage accumulation fix" (I use the term "fix" extremely lightly), underestimating recoil, or simply just missing (and most of the time, people do actually just miss but get mad because they can't take the fact that they missed a shot).
Spartacus Wrote:Is it right to put whatever you said in an equation as such,
Lerp + Buffer = Data Displayed on Screen
?
Or is lerp just the dominant component, because buffer affects lerp as well.
I'd say you're missing out the key factor here; how quickly you're receiving/sending packets to the server. I explained it in another thread (and therefore am not going to explain it again, the thread is one of those guides I did). If you can't send/receive packets quick enough, then you're not going to have anything to interpolate. The buffer isn't such an important component, it's mainly meant to just help servers that undergo a momentary lapse of power, or a sudden strain on the CPU. It also helps the server stay one step ahead of the players, because it has to send out data so quickly, it needs a head start, otherwise the CPU would be getting overworked too much.
Is there any specific question that you actually wanted to ask? It seems that there is a scenario bothering you. If it's other players complaining that you lag and taking the piss out of your ping, tell them to fuck off and suck your lerp
If you read this, you suck.