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Discussion: Battlefield 2 / Battlefield 2 - Point of Existence Discussion - Ping and Connection Explanation - The following was Mr. McFeelme's explanation in the thread Sordavie mentioned: "If the game only
  1. #16

    gator skywalker's Avatar

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    Re: Ping and Connection Explanation

    The following was Mr. McFeelme's explanation in the thread Sordavie mentioned:
    "If the game only updated the screen when it got data from the server, your game would be running at 20 frames per second.
    (ping of 25 = 40 fps, ping 100 = 10fps)

    At those framerates, the game would be awful. So BF2 employs some sort of prediction/interpolation algorithm to draw more frames than it has data."

    So based on that a person at 120 ping would be guessing while the game is guessing all the while you are hitting everything you shoot at. This seems unlikely to me, so I am wondering how it happens.

    You can call me names or whatever you want, but when I see something that does not make sense like predicting the supposedly unpredictable, I question it. I try to understand what seems to not make any sense to me at all especially when people's explanations seem to be contradicted in game. And if it does not make sense to me, I am sure it does not make sense to others who are playing here and that can cause problems.

    I appreciate the good ideas put forth here.

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  3. #17

    WhiskeySix's Avatar

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    Re: Ping and Connection Explanation

    bommando played from australia with a ping over 200... and shafik played from israel with something similar... both adapted and consistantly had > 2:1 k/d.... I guess they learned to avoid 'twitch' situations where the outcome's decided by who see's who a few miliseconds sooner. adapt and overcome!

    |TG-12th|WhiskeySix

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  5. #18



    Iamthefallen's Avatar

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    Re: Ping and Connection Explanation

    That's not entirely correct... ping only deals with the latency, not the number of packets received/sent per second. The statement is correct as far as updates/drawings/extrapolation goes, but it's mostly unrelated to latency.

    You receive a continuous stream of packets, and you send a continuous stream. The client doesn't wait for a packet before it sends the next, nor does the server. Both are just sending as fast as they can, hoping that it will reach the other party OK. Neither one knows if it actually did.

    You can receive 20 updates per second but still have a 100ms ping. You can also have a 50ms ping and only receive 5 updates / second because of packet loss.
    |TG-12th| fallen

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  7. #19


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    Re: Ping and Connection Explanation

    Im surprised no one suggested this one yet;

    There is a way to change the default interpolation interval and the ping compesation.
    When in game bring up the consol and type:

    SettingsManager.floatSet GSDefaultLatencyCompensation 0.100000

    0.1 means it compensates for 100ms ping. So if you have a different ping then change the value.

    There is a second variable, the interval of interpolation which is 100 by default. Try to play with that one as well, the command is:

    SettingsManager.U32Set GSInterpolationTime 100

    I used this in vanilla bf to fix the chopper hitboxes. Some might consider it a cheat but it's accesable through a simple console command and always was, so it's just a setting that you can change.
    It's important to note that this method gives you no advantages since changing these values applies both to you and the enemy hitbox. That means you can hit more but take more hits as well.

    More info in this can be found on tweakguides.com bf2 guide and youtube. Also google "bf2 interpolation"

    Though i used this in vanilla, im not using it in poe2 since there is no need to hit fast moving objects like jets and choppers with guided projectiles.
    fallen told everything thats needed to compansate for bad ping with playstyle and it's a lot better on the long run because you improve your tactics and awareness.

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  9. #20

    Rick_Slick's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by Buflak View Post
    Im surprised no one suggested this one yet;
    It was... in one of gator's other threads about some of the frustrations he is experiencing:

    http://www.tacticalgamer.com/battlef...hat-kills.html

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  11. #21

    Greasy Mullet's Avatar

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    Re: Ping and Connection Explanation

    Perhaps all these threads should be merged? Then just bumped again when wants to bring it back up.
    Battlefield Samurai 'Banzaaaiii!!!

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  13. #22

    HiTest's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by [tR]Greasy_mullet View Post
    Perhaps all these threads should be merged? Then just bumped again when wants to bring it back up.

    That would be one hell of a thread.


    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

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  15. #23

    tHa_KhAn's Avatar

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    Re: Ping and Connection Explanation

    Gator,

    the easiest to see example of all this...is play COD4. It has a kill cam(at least on the 360) which shows an instant replay from your killers POV. Often, what it shown in the kill cam is vastly different than what you see on screen. Times it seemed I was one shotted, but on the kill cam the guy emptied a magazine or two in my direction before it finally killed me. Yes they're different games, but IMHO shows the technical side of all this the best. You learn that what you see and what someone else sees are two different things in an FPS. Times that I thought some guy got an amazing BS shot on me, it actually was some noob with an MG sending 50 rounds in my direction before one got lucky and hit.
    |TG-12th| tHa_KhAn

    XBL GT: Khan58


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  17. #24

    Rick_Slick's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by tHa_KhAn View Post
    Times that I thought some guy got an amazing BS shot on me, it actually was some noob with an MG sending 50 rounds in my direction before one got lucky and hit.
    I actually didn't even know you were there... my mouse button got stuck on a pube.

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  19. #25

    HiTest's Avatar

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    Re: Ping and Connection Explanation

    ^^^ rofl!!!!!!


    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

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  21. #26

    tHa_KhAn's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by Rick_Slick View Post
    I actually didn't even know you were there... my mouse button got stuck on a pube.
    Death by pube, I've reached an all time low. Whiskey, do I have to join the 71st now?
    |TG-12th| tHa_KhAn

    XBL GT: Khan58


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  23. #27

    HiTest's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by tHa_KhAn View Post
    Death by pube, I've reached an all time low. Whiskey, do I have to join the 71st now?

    No need. They all ready have me. LOL


    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

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  25. #28

    Mr.McFeelme's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by Iamthefallen View Post
    You receive a continuous stream of packets, and you send a continuous stream. The client doesn't wait for a packet before it sends the next, nor does the server. Both are just sending as fast as they can, hoping that it will reach the other party OK. Neither one knows if it actually did.

    You can receive 20 updates per second but still have a 100ms ping. You can also have a 50ms ping and only receive 5 updates / second because of packet loss.
    Absolutely. Furthermore, there is no guarantee the packets will arrive at your machine in the order that they were sent from the server. Or that each packet represents that same time interval as the other packets in the stream. Or that the packets are arriving in intervals of time that are relative to the amount of time their data represents.

    I have used UDP for communication between programs on a LAN and between programs running on the same machine, and I have seen all of these sorts of problems. Adding the internet and the amount of data to the mix.... the potential for problems are enormous.

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  27. #29

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    Re: Ping and Connection Explanation

    Over at Gamenight, we discussed the Plane/Treadmill discussion for 57 pages.


    I'm hoping we can overtake that w/this thread?

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  29. #30

    Britt's Avatar

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    Re: Ping and Connection Explanation

    Quote Originally Posted by unKind-Bud View Post
    Over at Gamenight, we discussed the Plane/Treadmill discussion for 57 pages.


    I'm hoping we can overtake that w/this thread?
    LOL that was an epic thread.

    Ping doesn't count for all that much. I'll wager I live closest to the server of anyone, and my ping is in the 20 or lower range at all times. Still, I consider it a good night when my KDR is above 1. What kills me far more often is the crappy rig I have which means I can't see muzzle flashes and my framerate hovers around thirty. That and I just am not that good. You pays your money and you takes your choice.

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