blackmagic wrote: ↑20 Jan 2021, 06:46
i ask myself right now why there still no tools for gamers that shows what the issue is and what is going wrong...
it's crazy that such things still don't exist...
Gaming is still a niche market compared to everything else.
blackmagic wrote: ↑20 Jan 2021, 06:46
the server probably must have some data and can tell more about hitreg, delay, desync and give more accurate parameters and answers on issues that some players experience...
No such measurement tools are available. I'm not aware of any tools (including packet analyzers like Wireshark) that are able to "catch" and present this issue occuring with numerics and graphs. The closest thing to it, that i know of, is "choke" (in net_graph) in CS GO & CS 1.6.
Choke is lost packets of information sent between you and the server. Choke basically means that your computer is sending your players position, and what he does (shoot, move, nade, knife) to the server, and its not getting there. Counter Strike Source default is to send your players actions to the server 30 times a second. Choke is caused by two things:
- Your computer is sending too many packets to the server per second. If you try to send 100 commands to the server per second, and the connection between you and the server can only accept 40, you are going to be getting 60 choke. This will make you SUCK in game, none of your shots will register, and only 40% of the things you try to make your player do will be done, if at all.
- The server is not able to read all of the information being sent to it. This can be caused by network lag at the server, or CPU lag at the server. The client cannot control this, but can accomodate for it by lowering their cmdrate and updaterate
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It has to do with internet connection and the correlation between your download/upload speed. If you have too high rates your internet can not upload all the information needed and there is a choke in the upload to the server. Your rates are really important to avoid clogging up your internet connection and making your game-play smooth. There is no point trying to get 20,000 Bytes from the server per second if this means you cannot UPLOAD your gaming data to the server! How do you know when it is right? Well start with the default rate, and move it up until you see consistent low choke or loss in net_graph display.
These are the definitions from the net. They are not entirely accurate though. Choke always spikes in action, which means that your own packets are being dropped & ignored for some reason by the server. The game should work perfectly on default rates & interp, but when it doesn't, everything will be messed up with all the known issues occuring. You can try to "fix" choke partially by lowering your rates and changing interp to a higher value. But this is only a trade off and in the end you will still have less accurate information (player positions, movement, shots etc.) than other players who can play on max/default rates without any issues.
This basically means that netcode parameters that you are using as a client are not always good for you, as your own connection cannot utilize & process them correctly. To be honest, this problem would be much less severe if the games netcode would be fluid and change itself based on "quality" of your internet connection. As mentioned above, when you obviousy have network problems, you can change certain values to lower ones (but increase interp value) and the gaming will regain some of its smoothness. But you are trading this for less frequent & less accurate updates to & from the server, which again, puts in a disadvantage, but this time in a different way.
blackmagic wrote: ↑20 Jan 2021, 06:46
i'm not a game developer but i'm sure that this guys probably know what some players suffer and why...
that all must be probably somewhere visible on server...
They wouldn't be able to fix that. At best, they could only introduce some kind of AI network analyzer, which would change netcode on the client side based on the "quality" of the connection which is detected at that time. In the end, all players would end up with fluid netcode, which would only slightly improve this problem, but not fix it.
blackmagic wrote: ↑20 Jan 2021, 06:46
but instead there thousand of topics, forums, posts and videos on youtube that show cleary a issue and some of the players have this issue all day 24/7 permanent but there 0 solutions or someone who can tell what is wrong.
This could potentially be solved by the ISP's by providing a software, which would detect launched games and allow "unrestricted" tunnel & packet flow during online games. But again, no ISP cares about gaming and they guarantee nothing when it comes gaming. This is because gaming is still a niche market compared to everything else.
blackmagic wrote: ↑20 Jan 2021, 06:46
i just think that this all is sad and the real reason why no one cares is probably because we are an minority or there many players who don't think and know that something is wrong and they just keep playing but for players like me that is a no go what happens right now to my online gaming experience...
I doubt it is a minority, many casuals might just not be aware of the problems that they are having. Also, this issue occurs on a vast spectrum in severity, meaning that some players might only have occasional problems while others might have these problems nearly all the time.
blackmagic wrote: ↑20 Jan 2021, 06:46
it just makes me quit online gaming.
Try every ISP possible. It doesn't really matter if its mobile or not.
You only need to get lucky and find an ISP that does not have this problem within its own network.