Latency and Sync Limit 2

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SoulxReaver
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Latency and Sync Limit 2

Postby SoulxReaver » Mon Dec 03, 2012 3:47 am

If the sync limit is too high, then they will simply drop from the game rather than having the lag screen come up so that they can catch up. It is reasonable to increase it from 50 to 100, but too many people don't know the technical details of how latency and sync limit work.
~ uakf.b



I just wanted more of an insight for the Sync Limit and Latency Limit.

As far as I know..

The Sync Limit allows leniency in milliseconds for the player to be up to date with the host service.

The Latency Limit allows the fixed delay for all players to send a command to the game map.
In example:
*setting it to 500 limit will cause everyone to take half a second to move.
*setting it to 50 limit will cause everyone to take 1/20th of a second to move, however most players with high latency (300+) will have their client beginning to skip frames (nudging).

Ofcourse I don't wish to debate your judgement on the matter, I do mostly wish to gather valuable insight on the situation. BGN has the functions limited as: Latency 250, and Synclimit 1,000. MakeMeHost has it as Latency 500, and Synclimit 10,000.

I can see it might be disturbing when someone adds the latency too high, the Synclimit however I don't see any drawbacks. (Does it stress the bot maybe? ) I'd prefer for the player to simply drop if his latency is THAT bad rather than having to wait for 20-30 seconds with 5 second intervals of playtime when he's caught up (The nature of my post.) however I may not understand what other situations it impacts, which is why I ask.

All I can see is the goodness and benefit those two commands can bring, you're an Administrator and your time is valuable. If explaining is too taxing on your already charitable service you're providing us all then please don't fret. But personally I might simply return to BGN as I had a horrible experience through quite the handful of players I couldn't .. relieve, because of their inconsistency.

Excuse for the dig-up, I just wished to understand to better educate myself on the situation for future reference.
God damn Ponies.

uakf.b
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Re: Latency and Sync Limit 2

Postby uakf.b » Mon Dec 03, 2012 3:53 am

Latency: the time interval between sending packets to all players. After a game action is accepted by the server, it is queued until the next interval for sending packets to all players arrives. So, with the latency at 100 ms, packets are sent to players every 100 ms; but a player's packets might actually be sent in only 10 ms (if it was received 90 ms after the last interval) or up to 100 ms.

A lower latency causes players with higher ping to experience increased lag. Probably mostly spikes I think.

Sync limit: the number of actions that a player is behind by before the "player is lagging" screen comes up for the people who aren't lagging. So, 50 means that the player has not confirmed that he or she has received the last 50 actions. This means they need to catch up, which is why the lag screen comes up - it gives them time to catch up to the current game state by receiving those actions that they hadn't confirmed yet; if it doesn't come up, then they might just get more and more behind. Increasing to 1000 means increasing by 20 times; this might mean that a player doesn't start having lag screen until 10 or so seconds after they actually lag, which is bad.

To ensure the best game quality for everyone, we set the latency at 100 and the sync limit at 50. If a non-admin host were allowed to change these parameters, some people might be adversely affected.
dWFrZi5i -- 'cause I'm cool like Agreements

SoulxReaver
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Re: Latency and Sync Limit 2

Postby SoulxReaver » Tue Dec 04, 2012 11:44 am

EXTREMELY valuable, I even saved it for further reference. Thank you.
God damn Ponies.

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Re: Latency and Sync Limit 2

Postby teller55 » Tue Dec 04, 2012 11:58 pm

Moving to Archive for reference.


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