a bee said:you could imagine the network congestion if you lost 50 rings.
THAT is little weird, allways openGL gives really much lags but it just help meDr.Pepper said:AFAIK, there isn't a frame-skip option in SRB2. I've looked before, there wasn't any console command or menu option for it that I could find.
Also, does SRB2 lag in both software and OpenGL mode, or just OpenGL mode?
Wouldn't that cause constant C-Fails? IIRC, the netcode doesn't allow the host to tell the client "no wait that ring is over there not there go fix it," it can only say "you got something wrong gtfo."Cue said:a bee said:you could imagine the network congestion if you lost 50 rings.
Send out a packet that says they got hit and should lose rings, then let the ring calculation be handled client side, sending a packet out every few seconds with locations to make sure the client stays up to date?
Kaysakado said:Wouldn't that cause constant C-Fails? IIRC, the netcode doesn't allow the host to tell the client "no wait that ring is over there not there go fix it," it can only say "you got something wrong gtfo."Cue said:a bee said:you could imagine the network congestion if you lost 50 rings.
Send out a packet that says they got hit and should lose rings, then let the ring calculation be handled client side, sending a packet out every few seconds with locations to make sure the client stays up to date?
Cue said:Kaysakado said:Wouldn't that cause constant C-Fails? IIRC, the netcode doesn't allow the host to tell the client "no wait that ring is over there not there go fix it," it can only say "you got something wrong gtfo."Cue said:a bee said:you could imagine the network congestion if you lost 50 rings.
Send out a packet that says they got hit and should lose rings, then let the ring calculation be handled client side, sending a packet out every few seconds with locations to make sure the client stays up to date?
And it can't be changed?
I don't know. I'm not an expert in netcode, you are. :<Cue said:Kaysakado said:Wouldn't that cause constant C-Fails? IIRC, the netcode doesn't allow the host to tell the client "no wait that ring is over there not there go fix it," it can only say "you got something wrong gtfo."Cue said:a bee said:you could imagine the network congestion if you lost 50 rings.
Send out a packet that says they got hit and should lose rings, then let the ring calculation be handled client side, sending a packet out every few seconds with locations to make sure the client stays up to date?
And it can't be changed?
If it's only lagging in OpenGL, then you'll probably have to just play in the software renderer. What screen resolution and graphics card do you use? Have you tried lowering the screen resolution, turning off bilinear filtering, coronas, fog, lighting, etc?tyrzi said:THAT is little weird, allways openGL gives really much lags but it just help me
in gameplay, i mean little less lags.
Kaysakado said:the netcode doesn't allow the host to tell the client "no wait that ring is over there not there go fix it," it can only say "you got something wrong gtfo."
i don't know am i tried but i think openGL gives more ''system power'' cause my computer give more hard voices when i put oGL mode on.Dr.Pepper said:If it's only lagging in OpenGL, then you'll probably have to just play in the software renderer. What screen resolution and graphics card do you use? Have you tried lowering the screen resolution, turning off bilinear filtering, coronas, fog, lighting, etc?tyrzi said:THAT is little weird, allways openGL gives really much lags but it just help me
in gameplay, i mean little less lags.
Autosaver said:Did you try using Mini-GL? IIRC Mini-GL is a Open-GL substitute that uses strains less of your computer.