Back to the Vavoom Forum Archives


Forum

[Closed] Peculiar network lag.

Wed, 09 Oct 2002 14:12:51

Sergeant_Rock

Hello all.<br><br>I wanted to highlight a problem with the networking code, in case no one else has run into this before.<br><br>I was trying to play a LAN game (TCP/IP) of Heretic and the first level went perfectly. It was fast and had nearly instantaneous updates between the server and client machine.<br><br>However, as soon as we entered the second level the client machine turned to molasses. It slowed down extremely quickly and continued to slow down until it was unplayable.<br><br>First of all, I wanted to ask if anyone else has experienced this problem before.<br><br>Second, I wanted to see if there was a list of console commands that may allow either the server or client to modify how networking functions right now. i.e. sv_rate, etc. This may allow us to fiddle around until it works better. I haven't found anything in the documentation or web page so far.<br><br>Finally, would it help at all if either the server or client were to enable development and/or debug mode and then attempt to recreate the problem? I have no idea what the verbosity of those log files is, so I wanted to ask before I generated megabytes of data in case it wasn't really usable.<br><br>Thanks.<br><br>Rock<br>
Thu, 10 Oct 2002 06:36:40

moose

I find D3D makes LAN games have lag. But I've never have trouble with Open GL or software.
Thu, 10 Oct 2002 07:45:59

RambOrc

Shouldn't be too surprising, everything M$ makes lags.
Sun, 13 Oct 2002 02:37:45

Janis Legzdinsh

Yes, network lag is a problem I have to deal. And believe me, it's a very complicated thing.
Fri, 18 Oct 2002 10:02:23

Sergeant_Rock

I actually have never used D3D with Vavoom yet. I always use OpenGL. Both of the systems that were running it over the LAN were using OpenGL.<br><br>The strange thing is that it only started during the second level. We played the entire first level of Heretic without any problems at all. But as soon as the second level started, it began lagging badly.<br>
Sun, 20 Oct 2002 03:22:04

Janis Legzdinsh

Simply ther's more information to be sent.
Fri, 01 Nov 2002 12:07:44

Sergeant_Rock

Hi, Janis. I will try and provide more information about what the circumstances were.<br><br>Both systems are using 98SE. Both D-link network cards - 10 MB hub. 512 MB of RAM and GF2 & GF4 for video.<br><br>A more reliable method of inducing network lag is to start Hexen on the first level in cooperative mode. The machine that is running as the server will run perfectly. The client machine will be the one where the lag occurs. It begins as a fraction of a second in between a key/button press and the associated action (movement or weapon firing). This continually increases until the delay in between a button press and the action is around 15-20 seconds! At this point it becomes so unresponsive that it is unusable. Usually it completely stops responding and Vavoom has to be closed using Ctrl+Alt+Del and Task Shutdown.<br><br>This will happen regardless which of the two machines is the client and which is the server. I looked through the documentation and could not find any 'debug' mode that I could enable in the console. I haven't checked the code yet - I imagine you would know if something like that is in there.<br><br>The only message that the client or server machine gets in the console is 'dropped XX datagrams' right at the connection time. There are no further console messages regarding networking.<br><br>Finally, we always use TCP/IP to run the games. We will probably be trying IPX soon and I will let you know if we have the same results.<br>

Back to the Vavoom Forum Archives