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ranarene

Commands with any benefit?

Hello greetings.

Does anyone know if these commands bring any improvement, benefit, performance... to the servers? Specifically, game modes where there are a lot of explosions. (add them to SAPP init.txt):

  • local_player_update_rate 10
  • local_player_vehicle_update_rate 15
  • remote_player_position_update_rate 0
  • remote_player_vehicle_update_rate 0


PD: I saw it in this publication, but I don't know if they contribute anything.

haloce.png

Sunstriker7 likes this

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Tiddy-bits:

This is an excellent question.

 

First of all they are not SAPP commands they are just halo console commands. It is not really documented at all but I found it mentioned in a few places of note.

From this post they say

Quote

Description: Rubberbanding is when warping occurs upon two players colliding. Warping can occur when players move at a high speed (falling, nade jumps, exiting vehicle at high speed, etc).

Solution: There is no immediately obvious solution to this problem. However, I am currently testing some server settings that may help. The "local_player_update_rate" increases the "rate" of warping. I have decreased this value a bit with mixed results. It's definitely not worse than default, but it doesn't appear to make a huge difference.

Credit: SBBMichelle for feedback & suggestions

And then our very own esteemed Kavawuvi made this tantalizing comment.

 

It seems like they certainly do have some noticeable effect but from what I know about Halo I would guess that their usefulness is limited. I have seen no data about what measurable difference they make though. Hopefully @Kavawuvi might have some details in their extensive notes somewhere.

Edited by Sunstriker7
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Those values determine the resync rate. Since they are denominators, lower values mean faster rates. So, 10 means once every 10 ticks, or 333.333... ms. And 0 means once every 0 ticks, or basically constantly send data (around 33.333... ms).

 

If anything, increasing this rate (thus lowering the values) will reduce performance as your server has to send more data and process things.

 

If players have a low ping, this may slightly improve the experience at best by making desyncs less extreme, but medium to high ping players may see a worse experience.

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Another if you want  to tweak around with is 

net_bandwidth

 

You have to think old school with this one (56K Modem Days), and the unit of measure is bauds.
I am still messing and researching around with this one, but have noticed some difference.

But with that said, the code is still 56k designed netcode; so expect the funky.

Vaporeon, Sunstriker7, Takka and 1 other like this

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