Quake 4 v1.1 Official Point Release - Revoked March 28

niko
Posts: 45
Joined: Sat Nov 19, 2005 7:28 pm

Post by niko »

Oeloe wrote:
niko wrote:CRAP, they didn't add maxpackets, snaps, timenudge
Read up. There are commands for thing like that. Not exactly the same like in Q3 but similar functionality. Read the network settings guide at upsetchaps.
did like 4 months ago, doesn't work.. :icon27:

you read up! :icon34:
there's a ping going up & down problem since 1.0, game release..
this is something that was promised to be fixed.. :icon23:

i'm not the only one having this prob. qw/q2/q3 stable 12 ping (packets 60, snaps 40, rate 12000) and q4 crazy ping with 20-180 (sometimes it's 80-300) with all combinations of settings (from http://ucguides.savagehelp.com/Quake4/connection.htm).

ccc
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

So are you getting packetloss? Tried com_showAsyncStats 1? Are the used up and downstream bandwidth very low/high?
niko
Posts: 45
Joined: Sat Nov 19, 2005 7:28 pm

Post by niko »

did try all that, this is a common prob. on varius isps... (i'm one of 20 ppl have this as a problem..)
it's a lot worse on dsl connections, they have 450-999 ping (256/64kbit and 512/128)kbit..
i'm on cable 256/128kbit

a couple of us tried some proggy that 'sets the connection right',./. it kinda works but a lot laggy still with ping going up & down.. :/
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

niko wrote:did try all that, this is a common prob. on varius isps... (i'm one of 20 ppl have this as a problem..)
it's a lot worse on dsl connections, they have 450-999 ping (256/64kbit and 512/128)kbit..
i'm on cable 256/128kbit

a couple of us tried some proggy that 'sets the connection right',./. it kinda works but a lot laggy still with ping going up & down.. :/
And you get 12 ping?!
MidnightQ4
Posts: 520
Joined: Tue Oct 18, 2005 7:59 pm

Post by MidnightQ4 »

niko wrote:i'm on cable 256/128kbit
sucks.
:tear:

I'm pretty sure you're just running out of bandwidth and/or your line has too many neighbors on it.

Try running this command in a dos prompt while the game is running and then go back and see if the ping really was fluxuating during game or not:

ping -n 5000 yahoo.com

if the dos ping was stable, then it's just the game being wierd about how it does the ping. if the dos ping is jumping around a lot, it's probably just your line is too slow for gaming. Just cause you get 12 ping in q3 doesn't mean it is solid 12 ping necessarily. It could be averaging things out a bit, although I do remember it being pretty responsive. anyway it may well be that your ping is not really jumping, but just reads that way in game by how they calculate it. for instance if you drop a packet, and they take that into account in the ping, it may add 40ms to the ping for that reading or something.
niko
Posts: 45
Joined: Sat Nov 19, 2005 7:28 pm

Post by niko »

@midnightq4
tnx for help,
i will try and post results from cmd..

btw the ping was also tested from my inet q4 server, the conn. there is around 100mbit very stable 0% pocket loss, that's why i doubt that it's about connection..
it's possible that we're doing something wrong.. (but ../ 20 of us from different connections?!)hm.. maybe...:/
Jagou
Posts: 30
Joined: Thu Mar 02, 2006 4:02 pm

Post by Jagou »

On the ping thing, a little more info...

Do a ping to the server's IP like this...

ping -t -l 128 72.226.12.39:28004 >quakeping.txt

Replace with the servers real IP of course.

This will do a continuous ping to the ip on the specific port, with a byte size of 128, change the number to whatever you want, not sure what size packets Q4 sends. It will also output a text file into your "C:\Documents and Settings\yournamehere" folder. I think you can specify a path, not sure.

It will run continuous until you press ctrl-c. Be careful not to forget about it and end up with a humongous text file.

For more info on "ping" type ping /? in the dos box.....or of course Google it. :icon28:

Jagou
TREASONIST
Posts: 12
Joined: Fri Mar 31, 2006 3:06 am

Post by TREASONIST »

I have the same problem.I dont think its network lag I think its video lag.

My connection is comcast 786/7m.Looking at showasyncstats even in higher ping servers (100+ ms) I show no lost packets.

I was running the FPS hacked exe(turns off all but ambiant light) and it ran fine.I got to thinking it was my router,but thats not it either.

Not everybody sees this "lag",it seems to get worse the more players there is in a server.

Those of us that are effected by it need to find a fix as it makes the game unplayable at times.

TREASONIST
AMD 3k+ Asus AN8 premium-sli
Dual 6600gt's
2x512 Patroit PC400
Dual 36g 10,000 rpm Raptors in RAID 0
Watercooled
MidnightQ4
Posts: 520
Joined: Tue Oct 18, 2005 7:59 pm

Post by MidnightQ4 »

You guys that are getting this lag, what are your system specs? Do you have low to moderate CPU and GPUs?
Jagou
Posts: 30
Joined: Thu Mar 02, 2006 4:02 pm

Post by Jagou »

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
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I prefer a higher refresh rate and more tearing over little tearing and 60 Hz refresh. vsync is evil in Q3 and Q4 because it lags mouse input. Don't use it.
Jagou
Posts: 30
Joined: Thu Mar 02, 2006 4:02 pm

Post by Jagou »

Switched to a refresh rate of 85, I don't notice any change at all.
Really "looked" for a difference too.


Jagou
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Is it fixed yet?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Jagou
Posts: 30
Joined: Thu Mar 02, 2006 4:02 pm

Post by Jagou »

Is it fixed yet?
Is the game fixed ? Sorta, not really.

Although, I at this point after weeks of piddling with this game, I have finally got the game to run very well, stable, and the performance is really pretty good.

I don't have any MAJOR issues with the way the game runs.
That's not to say I don't have issues with the game.

On another note. I'm going to make a *shudder* comparison to Q3... I have to run quake 4, basiacally at low low quality to get it to perform well enough, IMO, for multiplay. The game still looks quite nice, not too big of a deal. But, always a "but", how does it stack up compared to Q3, that I can run at an incredbile resolution, with everything turned up to max in the game and with my driver settings to High Quality....and the frame rate is out the roof ???

I'm not one of the people that wants Q4 to be like Q3. I like Q4, not completely, there are plenty of obvious issues, we all agree, but I think Q4 is a fine game. I play nightly and have a blast. I just thought it was interesting comparison that I haven't seen brought up yet.

Jagou
I cant spell u
Posts: 1328
Joined: Sat Nov 05, 2005 1:00 am

Post by I cant spell u »

Jagou wrote:
On another note. I'm going to make a *shudder* comparison to Q3...
This is sorta how it would go

Quake 3: Original artwork, runs smooth, great pro mods like cpma and osp, fast gameplay,

Quake 4: runs sluggish unless you got latest hardware, sorta lame artwork, okay pro mods like q4max and xbattle,
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