server sv_fps ?? / client snaps ??

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old.venturer01

Guest
ok, playing q3 on a Lan 100 mb/s and after a few beers hic #) err loads of beers T=04.00, we end up questioning the server admin's skills at setting up a server as we can't hit shit roflol, then we hit on the idea that as most of us are running /snaps 60 that the server sv_rate should also be at 60, this ended up with much talk on client/server prediction and ended with you can't react that fast.


question : should q3 dedicated server on Lans have sv_fps set at 60 or greater.
 
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Sar

Guest
Servers usually have sv_fps at 20 or 30, hence why most people use a snaps setting of 60, as it'll cope with both server settings easily. Never heard of any server running sv_fps at 60.
 
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Sar

Guest
Originally posted by venturer01
after a few beers hic #) err loads of beers T=04.00.....we can't hit shit

Prob solved right there btw :)
 
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old.venturer01

Guest
ok lets all play q3 - you might have already done this !

run q3 and change to OSP mod, start a skirmish game, say q3dm6 and remove a few bots. turn on your /cg_lagometer 1. jump around a bit, killing and missing a few bots on the way, next check your /snaps make it 100 /cl_timenudge make it 0 now check the /sv_fps it might be at 20 (server updates you every 50 ms) have a look at your lagometer now change your sv_fps to say 60 or even 100 now look at you lagometer. again jump about a bit and kill a few bots, is that not like a new game.
 
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old.Requ!em

Guest
Higher sv_fps certainly does improve the game, however there are problems with 'flooding' for analogue modem players and ISDN 64K connections.

Quake3 also appears to limit snapshots to the client (no matter what the server's sv_fps) to 25 in versions 1.2x and above.

To help with 'warping' and 'stuttering' issues with players in your line of sight you may wish to try the following settings:

set cg_smoothclients "1"
set cl_timenudge "0"

Other Quake3 connection settings explained in http://ucguides.savagehelp.com/Quake3/connection.html
 
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old.venturer01

Guest
mmm - not sure about any real limits of sv_fps on a fast Lan - but i am saying by increasing sv_fps you can reduce client prediction, very important - ( i do take your point on internet games ) . - but on a LAN with a 9ms ping everybody is only getting updated every 50ms even if your client is giving u 125 fps. have you had a good look at the rockets coming at you with sv_fps at 60 .

//Aqua: Zoom with Custom Sensitivity Adjust
set SetHighSensitivity "set sensitivity 10"
set SetMediumSensitivity "set sensitivity 10"
set SetLowSensitivity "set sensitivity 10"
set DisplayZoomIn "set cg_fov 90;vstr SetLowSensitivity;set DisplayZoom vstr DisplayZoomOut"
set DisplayZoomOut "set cg_fov 140;vstr SetHighSensitivity;set DisplayZoom vstr DisplayZoomIn"
vstr DisplayZoomOut

bind CTRL "vstr DisplayZoom"

it's hard to get a real feel for it but, weapon changing is faster everything is faster. see how weapon changing has always been pants in q3, well it might be down to sv_fps as you can't frag sombody with a weapon that the other player has no idea that you have. thus you can't use or fire that weapon until all the other players on the server have been updated.
 

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