Q4 lag NOT ping related

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TREASONIST
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Joined: Fri Mar 31, 2006 3:06 am

Q4 lag NOT ping related

Post by TREASONIST »

My system specs are in my sig.I should have no problem running this game.

I have tried everything I can think of including,

making sure windows firewall is off
nothing running in the background
SLI is on (also tried it off)
Vsynch off and on
going outside my router
it doesnt seem to be seeking around on drives
latest nvidia drivers
net_clientprediction helps some but hard to tell through the lag
net_clientusercmdbackup didnt do much
I even tried with a stock cfg no change
It seems to get worse the more players there are in a server

Looking at com_showasyncstats even in servers with a bunch of ping (100+) there is no packetloss.

http://www.quake3world.com/forum/viewto ... 4&start=35
niko wrote:CRAP, they didn't add maxpackets, snaps, timenudge .................................
ccc
:///

damn, i really had hope that they'll fix 20-180 ping problem by adding client cmds like in q3..
that's a huge miss, i still can't play q4 on inet,..

btw also no status, players cmds on server console :///

id consider these cmds plzzzz

everything else is gg..
Others are having this issue,my wifes system does it same with my buddys across town.

With the hacked exe (turned off all but ambiant light) found at esreality q4 fourms it ran fine.I could even run it on a GF4 Ti4600 and get 60fps.

Anybody got any ideas? I've been quaking since Q2 and would hate to end it here....like this.

TREASONIST
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pumpkin
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Post by pumpkin »

what do you mean hacked exe? ambient light only in baseq4??
TREASONIST
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Post by TREASONIST »

Yes in base q4.It did what the FPS maps did but through the exe.

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niko
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Post by niko »

hm.. i have exactly the same prob.
hacked exe?? -> you mean like a no-cd crack?
Jagou
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Joined: Thu Mar 02, 2006 4:02 pm

Post by Jagou »

"net_clientusercmdbackup"

As far as I know, this sets the number of "retry packets" that get sent to the server from the client. I think it sends 5 by default.

With this set to 5, packetloss is unlikely since it gets so many tries to send the same packet. So, in other words, you could be losing packets but the backup packet makes it through, so "showasyncstats" is not actually reporting the packets you really did lose.

Did that make sense ?

Set it to 1, and see if you get packet loss ?

How I got rid of what I thought was lag.....
I think I finally got rid of my weird video lag in MP, with lots of players.

I forced the refresh rate to 60 for the res that I run. Set through "force refresh rates" in display properties for the video card.

Option is in the menu for Nvidia cards, not sure about ATI.

I also notice a big difference with vsync off. My FPS display doesn't appear to be any different...it always just "jitters" around 60 or so but I can "feel" a difference in the game.

If I don't force the refresh, I get lots of tearing with vsnyc off but with the rate at 60, I only notice a tiny bit of tearing.

Jagou
http://www.quake3world.com/forum/viewto ... 4&start=35

Jagou
TREASONIST
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Post by TREASONIST »

No I mean like it modifies the exe telling it to only run ambiant light.It does about the same thing as drachs FPS maps,but just in a diffrent way.

If you go to esreality.com and look in the quake4 fourms you can find a post with a link there.I would post a link to it here but I dont know if they mods want that kind of thing.

Some people say its a cheat,I say its not as you gain no advantage over what others already have.

Thing that pisses me off is that if ID/Raven would have put removing all the crap lighting in as an option,you could have run the game at 63fps on older tech.My old system was a P4 1.8@2.4 1gig of ram and a GF ti4600 and with the hacked exe it did 63fps @800x600 meduim settings.

TREASONIST
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TREASONIST
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Post by TREASONIST »

No I played with net_clientusercmdbackup between 1-5 like I said didnt seem to do jack.

I have been messing with vsync and refresh also.Trying vsync on and off with diffrent display refreshes.I remember reading some where that r_displayrefresh didnt work in Vq4,but it does.

It seems to be better than it was,Im goin to mess around some more and see if I have it figured out.

Jagou thanks for the info.I dont know how anybody can run at 60hz that drives me nuts,the flicker really bothers me.

TREASONIST
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Jagou
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Post by Jagou »

I dont know how anybody can run at 60hz that drives me nuts,the flicker really bothers me
The refresh rate is forced to 60, ONLY in the game.

In Windows it would be very very noticeable.

I have never been able to notice any flicker in game with that setting.

Jagou
Oeloe
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Post by Oeloe »

Displayrefresh isn't forced to 60 in Q4. It's set to 60 Hz by default if you don't specify r_displayrefresh in your config.
TREASONIST
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Post by TREASONIST »

Funny becouse I can see a diffrence between 60 and 100hz in game.I run 100hz in windows and r_displayrefresh 100 in game.

Anyhow I seem to have figured it out.I removed my autoexec and had q4 auto detect the settings(I think this made a big diffrence).I made sure vsync is off in drivers and in game.I then loaded one of the autoexec's from here http://ucguides.savagehelp.com/Quake4/FPSVisuals.htm
I used one lower than what q4 says I have in the way of vid ram com_videoram (i.e I have 256m and loaded the 128m one) .I went and looked in my q4config and it said I only had 128m of ram so I changed it back to 256m.

Seems to run fine now even in servers with max players.

Hope this helps someone.

TREASONIST
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Jagou
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Post by Jagou »

Displayrefresh isn't forced to 60 in Q4.
I was saying that I had forced it using the driver utility.

I'll try a higher refresh rate and see if I can notice any difference.

Jagou
Jagou
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Post by Jagou »

r_displayrefresh

Q4 says....not allowed in multi-player.

Am I missing something ?

Jagou
Oeloe
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Post by Oeloe »

I thought it was fixed in 1.1, but before 1.1 r_displayrefresh wasn't allowed to be changed in MP. Just put it in your autoexec.
TREASONIST
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Post by TREASONIST »

I have it in autoexec in both 1.04 and 1.1 and I can bring it up in console...dunno but it works.

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bonogun
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FINALLY somebody else

Post by bonogun »

I've searched many forums in the q4 universe and posted concerns over this issue. IMO many people are just too dimwitted to realize they are plagued with this issue...and instead just surrender to the idea that they suck that bad, or that the un-effected are that much better then they are.

Ever feel like:

One particular(or more then one) player is insanely hard to hit?

You know you picked up that rocketlauncher before he did?

You were around the corner and in the next room, but got railed?

You figured out how much to aim ahead by, but now maps obsticles are in your adjusted line of fire?

Said player is getting two-fers and three-fers...and he's not nearly as cunning or strategic as you or others?

The flow of your game goes back and forth between fluid and fast to somthing like swinging a machette through jungle over growth?

Falling short on jumps you never normally have trouble with?

Then welcome to my, and apparently TREASONIST's hell. Now what exactly are we going to do to solve this? My research hasnt come up with any one player who's hard to hit and smoking the crap out of us, to have some insane 3 thousand dollar rig. And as TREASONIST points out, its not the ping baby. My ping on a couple of controlled experimental severs is never higher then 50 and as low as 25. And it's allways the same players who are hard for me to hit. I had one of them meet me on a copletely different server(after some begging) and although he was skilled(he beat me/knew the map) I was able to hit him the way I should expect.
I've also figured that when the game is fine for me, I must be the bastard that is hard to hit, and railing people after they believe they made it around the corner to safety.
I just want everyone to be on the same page(timezone) in our's and the server's eyes....

I'm running a 2.6 p4
256mb ati x700 vid
2gig sys mem
Very fast dsl service

Tried...
Everything system side, and everything console side. I believe its somewhere on the server, or net related. Bare in mind what happend in my experiment w/known hard to hit player and us on a different server.


Make it happen
Jagou
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Post by Jagou »

Ever feel like:

One particular(or more then one) player is insanely hard to hit?

You know you picked up that rocketlauncher before he did?

You were around the corner and in the next room, but got railed?

You figured out how much to aim ahead by, but now maps obsticles are in your adjusted line of fire?

Said player is getting two-fers and three-fers...and he's not nearly as cunning or strategic as you or others?

The flow of your game goes back and forth between fluid and fast to somthing like swinging a machette through jungle over growth?

Falling short on jumps you never normally have trouble with?
That's the most concise and accurate way that I've seen it put so far. That's correct, exactly. Nice.

I've had many instances where, I know damned good and well that a shot I fired should have hit the guy I was aiming for, and yet it did not.

The around the corner and got railed anyway deal, happens often enough to know it's true.

Aim ahead and, wtf, my rail hit the wall ??? My crosshair wasn't on the wall when I fired !

Falling short on the jump to the RA on fraggin yard when I know I got the jump right.

You got it right Bono'.

Smells like netcode issues eh ?

Seems to be worse with more players ?

Have you posted this at ESR ?

Jagou
bonogun
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Post by bonogun »

glad you like it :icon25:

comes from weeks upon weeks of controlled testing and observation. It sure is nice when someone w/a bit of awareness recognizes these dreadful afflictions! Anyway w/out being too dramatic no, I haven't posted that at ESR. Should I and why? I'll look them up later, but for now I dont know who that is or what they do. What kills me most about this, is there are some players who've never experienced this hell. And I haven't been able to come up w/a common cause as to why. And i realy ... realy want to know.

I recognize your name Jag...
You must have been hanging around on the ol "born to live" 24/7 frag yard. May it rest in peace.
Its all about the one of four different 'another clanservers.com is born' spots now. They too rock the frag yd non stop.

cheers!
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

I THINK I've seen Jagou on my server a few times as well eh?
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TREASONIST
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Post by TREASONIST »

Bonogun GG you put into words what I have a hard time explaining.
It seems I have fixed the "swimming in a 200ms" ping feeling(other than DM8 with 8 or more)

There are alot of little issues that while playing you just sort of go "hmm that was odd"....well with me it's more "NO F*%KING WAY!!" hehe.

I was wondering if it could have something to do with net_clientprediction or a simular setting.

TREASONIST
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Goofos
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Re: FINALLY somebody else

Post by Goofos »

bonogun wrote:I've searched many forums in the q4 universe and posted concerns over this issue. IMO many people are just too dimwitted to realize they are plagued with this issue...and instead just surrender to the idea that they suck that bad, or that the un-effected are that much better then they are.

Ever feel like:

One particular(or more then one) player is insanely hard to hit?

You know you picked up that rocketlauncher before he did?

You were around the corner and in the next room, but got railed?

You figured out how much to aim ahead by, but now maps obsticles are in your adjusted line of fire?

Said player is getting two-fers and three-fers...and he's not nearly as cunning or strategic as you or others?

The flow of your game goes back and forth between fluid and fast to somthing like swinging a machette through jungle over growth?

Falling short on jumps you never normally have trouble with?

Then welcome to my, and apparently TREASONIST's hell. Now what exactly are we going to do to solve this? My research hasnt come up with any one player who's hard to hit and smoking the crap out of us, to have some insane 3 thousand dollar rig. And as TREASONIST points out, its not the ping baby. My ping on a couple of controlled experimental severs is never higher then 50 and as low as 25. And it's allways the same players who are hard for me to hit. I had one of them meet me on a copletely different server(after some begging) and although he was skilled(he beat me/knew the map) I was able to hit him the way I should expect.
I've also figured that when the game is fine for me, I must be the bastard that is hard to hit, and railing people after they believe they made it around the corner to safety.
I just want everyone to be on the same page(timezone) in our's and the server's eyes....

I'm running a 2.6 p4
256mb ati x700 vid
2gig sys mem
Very fast dsl service

Tried...
Everything system side, and everything console side. I believe its somewhere on the server, or net related. Bare in mind what happend in my experiment w/known hard to hit player and us on a different server.


Make it happen
I have the same issues. I think its a sync problem between client and server if ppl have different pings/connections and maybe physic prediction. I stopped playing q4 (btw doom3 too) because of this. 1.1 fixed nothing in that direction and i think its not worth waiting for 1.2.

You forgot:

Cant move when someone hit you.

Server correct your movement.

Your hitbox seems much bigger.
Jagou
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Post by Jagou »

Yeah, you guys have seen me. I play almost every night. I bounce around the servers, so no telling where you might have seen me. I do play on Cranework, Q4Riot, others, and of course my server too, "Fracturezone.com 8 is enough".

I think it's worth mentioning that I don't believe I experience near the amount of oddness, so to speak, in servers with 6 or less people. It's only when the server is 6 -12 peeps that the bugs really start to show up.

Jagou
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