I have lot's of laaaaaaaag when I use the new network code (when I jump I get stuck in the air for a few sec, changing weapons takes long,...). This is no fun :roll:
I have a 11 Mbps wireless LAN. This works perfect with other games (delta force). I never had this problem with the old network code.
I use the master/slave thing cuz peer to peer doesn't work at all.
Does anyone know some solution for this? I thought maybe the /f command?
Nxskingdom at
What is your PING in ms when you play? Give mor details about your connection and also the conection of your friend.
You can also make a traceroute from your IP to your friend's IP to see where it blocks...
Tom at
My connection is a wireless LAN and my friend is my bro (has the same wireless LAN connection as me 11 MBps).
When I ping to his computer while I'm playing I get this:
192.168.0.222: bytes=100 time=81 ms TTL=128
192.168.0.222: bytes=100 time=75 ms TTL=128
192.168.0.222: bytes=100 time=197 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=3 ms TTL=128
192.168.0.222: bytes=100 time=2 ms TTL=128
192.168.0.222: bytes=100 time=166 ms TTL=128
192.168.0.222: bytes=100 time=74 ms TTL=128
192.168.0.222: bytes=100 time=134 ms TTL=128
192.168.0.222: bytes=100 time=10 ms TTL=128
192.168.0.222: bytes=100 time=8 ms TTL=128
192.168.0.222: bytes=100 time=137 ms TTL=128
192.168.0.222: bytes=100 time=189 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=28 ms TTL=128
192.168.0.222: bytes=100 time=2185 ms TTL=128
192.168.0.222: bytes=100 time=63 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=3 ms TTL=128
192.168.0.222: bytes=100 time=38 ms TTL=128
0% lost
Min = 2ms, Max = 2185ms, av = 170ms
Nxskingdom at
your ping are too high... What wireless pci cards are you using? I saw some linksys wireless cards with this problem...
To reduce your pings, try to disable the protection (128bits or something like that)
Your pings should not pass 80ms.
Tom at
o
I have a topcom wireless cards there are only 11 Mbps and I use a 64 bit key.
Don't think there is a way to reduce my pings unless I use a cable.
But how can you play on internet if you need very low pings?
do you know what the /f# command does?
Nxskingdom at
/f#
Send Fewer Packets during Multi-Player Mode.
(reduces the amount of packets sent every frame.)
This should never be needed during a modem, serial, or network game, and is intended only for Online services(virtual IPX or Network) who use a slightly different arrangement which requires less traffic for the game to perform correctly.
This would also be useful for programs such as Kali, iC, etc.
iC uses the term TCIDUP(tic duplication)
# can be 1, 2, or 4.
/f1 default no tic duplication, full 30 packets per second. -The Desired setting.
/f2 skip every other frame, reduces to 15 packets per second. (cuts the update rate in half)
/f4 skips 3 out of 4 frames, reduces to 7.5 packets per second. (cuts the update rate in quarter)
Note: v1.5 may handle /f4 incorrectly, and hang the game at sound init, This is the TEN 'optimized' setting. It also launchs the TEN screen as well)
/setupfile <name>
This is used to override the multiple config file question you are prompted with if you have multiple config files. Replace <name> with the actual name of the config file you wish to use. ( -setupfile may also work)
I don't know if Jonof disabled this command line with the new multiplayer code...
On the Internet, your ping should not be more than 300ms for a good game play. On your LAN, like I said, it sound not be more than 80ms. RJ45 Cable is the best for game play because there is no protection needed to protect your Network. Wires are more performant than Airwaves :)
Tom at
ok
ty for the help
CannibalBob at
Any news of this? I also had plenty of lag when playing online. I have DSL and was playing with my friend (who has crap 56k). The pings we get to ea. other are 200 to 300 ms... which, yes, is crap but works well for most online multiplayer games.
I never heard of those /f# thing. Can you tell me all of those commands I can put after running duke3d.exe?
Nxskingdom at
ya you can use it but, like I said, I didn't test them so I don't know if this command work with the new Jonof Multiplayer code.
/f1 default no tic duplication, full 30 packets per second. -The Desired setting.
/f2 skip every other frame, reduces to 15 packets per second. (cuts the update rate in half)
/f4 skips 3 out of 4 frames, reduces to 7.5 packets per second. (cuts the update rate in quarter)
Ok let's convert some numbers:
30 packets means 3.75 kbytes/sec for ONE player. For this example, I'm playing with 2 others player (we are 3 players) so this is 3.75 kbytes/sec X 2 = 7,5 kbytes/sec for the UPLOAD. The 2 players that join me also have to send me packets because i'll not be able to play with them. Each player send me 3.75 kbytes/sec for a total of 7,5 kbytes/sec.
56k modem can receive and send datas at 7 kbytes/sec MAX. Also, if you receive and send both at a time, you will not be able to reach 5 kbytes/sec MAX. This speed also depends of many factor (temperature, connectivity, etc.). Secondly, 56k have bad pings (more than 300ms).
So 56k wil support 2 players MAX.
Tom at
CannibalBob said
I never heard of those /f# thing. Can you tell me all of those commands I can put after running duke3d.exe?
Use the /? or ? command to see all the commands you can put after duke3d.exe
JonoF at
Build network packets are rather small. The basic packet overhead for a 0-byte game message is currently 46 bytes. Duke's movement clock frequency is 26Hz so if the netcode were only transmitting null packets at each movement tick, it's using 1196 bytes per second. Duke's general movement messages are at max 14 bytes long, so that would make the rate 1560 bytes per second. The network code currently sends packets 40 times a second to preempt loss, so this means messages get duplicated. At 40Hz, the data rate becomes 2400 bytes. This is all per-player, so an 8 player game would require at least 19200 bytes/sec on the downstream of all players, and the same on the upstream of the master.
So, since the netcode is operating in a world of its own with its 40Hz clock, tic duplication in the game isn't going to help you. It might even make the problem worse. The netcode will be improved of course, but for now you're probably going to want to keep games to smaller numbers of players until things get better.
Jonathon
BarrenSoul at
Tom said
My connection is a wireless LAN and my friend is my bro (has the same wireless LAN connection as me 11 MBps).
When I ping to his computer while I'm playing I get this:
192.168.0.222: bytes=100 time=81 ms TTL=128
192.168.0.222: bytes=100 time=75 ms TTL=128
192.168.0.222: bytes=100 time=197 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=3 ms TTL=128
192.168.0.222: bytes=100 time=2 ms TTL=128
192.168.0.222: bytes=100 time=166 ms TTL=128
192.168.0.222: bytes=100 time=74 ms TTL=128
192.168.0.222: bytes=100 time=134 ms TTL=128
192.168.0.222: bytes=100 time=10 ms TTL=128
192.168.0.222: bytes=100 time=8 ms TTL=128
192.168.0.222: bytes=100 time=137 ms TTL=128
192.168.0.222: bytes=100 time=189 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=28 ms TTL=128
192.168.0.222: bytes=100 time=2185 ms TTL=128
192.168.0.222: bytes=100 time=63 ms TTL=128
192.168.0.222: bytes=100 time=4 ms TTL=128
192.168.0.222: bytes=100 time=3 ms TTL=128
192.168.0.222: bytes=100 time=38 ms TTL=128
0% lost
Min = 2ms, Max = 2185ms, av = 170ms
ummmm dude some of those ping times concern me, using a hard wired LAN I've NEVER seen above 10, thats why I don't like wireless :)