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ph33r

Counter Strike Lag

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I''m no expert at cs I only bought the game a month ago because my friends play it so often, but I was playing on a server and the map switched to cs_havana. Anyway all the kids were like wtf?! cs_havana is teh suk it lags the server! They kept complaining(to me it seemed like they didn''t like the map) but they blammed it on how it was lagging the server. I tried to explain to them that the map they are is independent of server lag. To my knowledge it would be pretty stupid to have a server transfer map information(except maybe world states) but in counter strike there arn''t any. I believe that a game like that (with a dedicated server mind you) should only be transfering player information such as where they are ammo health etc. Am I right or are the l33t cs players correct?

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The engine has to do different things based on where players are. If 10 players are in the same room, the engine needs to handle collision detection between every single player, the room, and everything else in the room. Also, since the 10 players can see each other, the server needs to send out network info about what''s happening with each of the 10 players. So the layout and content of the map is very important in performance of both server, client, and networking.

I haven''t played cs_havana. Does it have a lot of brush detail or wide open areas? Or chokepoints where lots of players tend to bunch up? These might be the reasons why the server lags on that map.

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My favorite one is where certain players are actually lagging the server. Considering the Half-Life engine uses a UDP connection for multiplayer, they always crack me up Although it''s impossible to get them to think otherwise, the CS 1337 are quite stubborn.

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What always cracks me up is that they modify some cvars (variables that can be changed at the console/command line), and then say its "net coding".

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"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

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A map with either a lot of effects(most D-Day maps suffer in this category), a large open space(due to the way CS protects from wallhacks these days), or even simply it being a very large map.
Lag comes in a couple of different forms. Client & Server lag are usually caused by the hardware not being able to keep up. And what most people consider ''Lag'' is just the connection lag, caused by a small bandwidth(56k''ers) or a long distance between server/client(cross-ocean stuff, mostly).
Half-Life is probably the best engine around in terms of netcode goodness, I can''t really find any other one lately(though UT2k3 comes close) that handles it''s networking so well that playing on a 56k is actually easy and enjoyable.

-ryan@lecherousjester.com

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Well me personally I did not lag that''s why I argued against the server being the one to lag. But I did notice on that map I had like an 80 ping when on the next map I had 40 ping. So maybe maps do actually cause lag but 40 difference could have been from some where else.

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I never have problems with the "CS lag maps" I always have ping 30-40 or lower (good config solves a lot... earlier I had ping 300 everywhere with my sh*tty account)

The 1337 people are wrong... they think lower frame rates = lag

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