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Tema: Como Entender el LAGOMETER?

  1. #1
    ADM|NISTRADOR Avatar de Mow4y
    Fecha de Ingreso
    23 oct, 06
    Ubicación
    Florencio Varela, Buenos Aires Sur, Argentina
    Mensajes
    153

    Como Entender el LAGOMETER?

    Bueno el tread es para que alguno que sepa, o sea algún entendido en conexiones, pueda explicarme como se puede entender bien el Lagometer, que siginifica cada cosa que muestra y como funciona?
    Me parece que esta pregunta es para Quad o alguno de esos que siempre saben cosas de conexiones.

    Gracias. Salu2.
    Cita:
    Empezado por Quad
    regla numero 1 - al pagar la entrada recibiras 1 lingote de oro de un galeon ingles hundido hace 200 años
    regla numero 2 - si te toca contra pipi, podras decir "next" y saltearlo.
    Cita Iniciado por ReaLpAp2 Ver Mensaje
    no le hagas caso a lord
    vende todo y anda a un cyber con mucha comida y una bolsa de dormir
    quedate ahi un par de meses
    DiSconNecTeD_

  2. #2

    Re: Como Entender el LAGOMETER?

    PRIMER HIT EN GOOGLE

    April 26, 1999 (From John Carmack's .plan)
    --------------------------------------------------------------------------------

    Interpreting the lagometer (the graph in the lower right corner):

    The upper graph (blue/yellow) slides one pixel for every rendered frame. Blue lines below the baseline mean that the frame is interpolating between two valid snapshots. Yellow lines above the baseline mean the frame is extrapolating beyond the latest valid time. The length of the line is proportional to the time.

    The lower graph (green/yellow/red) slides one pixel for every received snapshot. By default, snapshots come 20 times a second, so if you are running >20 fps, the top graph will move faster, and vice versa. A red bar means the snapshot was dropped by the network. Green and yellow bars are properly received snapshots, with the height of the bar proportional to the ping. A yellow bar indicates that the previous snapshot was intentionally
    supressed to stay under the rate limit.

    The upper graph indicates the consistancy of your connection. Ideally, you should always have blue bars of only a pixel or two in height. If you are commonly getting big triangles of yellow on the graph, your connection is inconsistant.

    In a heavy firefight, it is normal for modem players to see yellow bars in the bottom graph, which should return to green when the action quiets down. If you are getting several red bars visible, you may want to look for a server that drops less packets.




    Number 1 is a normal, stable lagometer display, with a narrow, flat green line at the bottom, which reflects a fairly low (50) and stable ping. The upper blue line has only a tiny bit of yellow in it. Yellow above the blue line is undesirable, since these are frames that are extrapolated by your client, which means that it is making a kind of educated guess about where moving objects are, in the absence of "real" snapshot data from the server.

    Number 2 contains many yellow triangles above the blue, but there is still blue in between them. The blue indicates frames that are interpolated between valid snapshots, but the yellow means that the client is extrapolating outside of valid snapshot data. The height of the yellow indicates the time since the last valid snapshot, which is why triangles form. The longer the time without a valid snapshot, the higher the yellow line, until valid snapshot data is again rendered and the yellow suddenly disappears. When this happens, the client will put players back where the server says they should be, which may not be where the client had extrapolated their movements. The game would appear choppy as the cycle of extrapolate/correct/extrapolate/correct continued.

    Number 3 shows a large yellow triangle forming at the edge of the lagometer. As time passes without a valid snapshot having been rendered, the height of the triangle grows accordingly. This is a graphic representation of the phenomenon of lag. Note that there are spikes in the green, showing that the client's ping is momentarily climbing.

    Number 4 shows red spikes, which mean that snapshots have been dropped by the network, either in transmission (packet loss) or because the client can't handle them (cpu tied up by other tasks, like taking repeated screenshots.) CoD and all Quake-engine games use UDP packets because they are fast and easy to handle, but they have no retransmission or error-correction capability. The server sends them and forgets about them. Once lost, they are lost for good. Red spikes like these occur from time to time, and occasional red spikes are not necessarily bad unless they are wide (each pixel in width is one snapshot lost) or frequent. During DoS attacks on our host, the lagometer will show almost solid red. (Red spikes will always be this height. There is no meaning associated with the height, which is purely arbitrary.)

    Number 5 shows a big yellow triangle, which would manifest in-game as a brief freeze, followed by players "teleporting" to nearby locations as the client gets correct information from the server. Remember, any yellow means the client is trying to guess where players should be in the absence of proper information from the server.

    Number 6 shows a long string of connected yellow. With no blue in sight, any movement by the player will result in the "skating" or "rubber-band" effect, where the player is "snapped back" to where the server last put him. This shot is not really typical of that effect, since it was the result of taking many back-to-back screenshots. When this happens spontaneously in the game, a triangle will form that grows to the top of the lagometer, so what you really see is a yellow bar all the way to the top.

    Remember, the only thing that is "really" happening in-game is what the server is calculating. If the server cannot get this information to the client, the client will render a guess about what is going on. Since players move at about 10 feet per second in the game, one missed snapshot can make a difference of 6 inches in location.

    Four missed snapshots (one-fifth of a second in duration) can make a difference of two feet! This is why your client sometimes appears to show a sure hit, but the server may register a clean miss. Playing with the lagometer on can help you understand what is "really" going on in the game.


    GOOGLE ESTA LLORANDO.
    Última edición por neim; 17/01/2007 a las 19:57

  3. #3

    Re: Como Entender el LAGOMETER?

    pobre niño google:(

  4. #4
    ADM|NISTRADOR Avatar de Mow4y
    Fecha de Ingreso
    23 oct, 06
    Ubicación
    Florencio Varela, Buenos Aires Sur, Argentina
    Mensajes
    153

    Re: Como Entender el LAGOMETER?

    Muchas Gracias, se entiende mucho mas el link que posteaste que lo que pegaste, vah, a mi por lo menos, me re sirvió, gracias man, esperaba una respuesta truchi ta redactada asi nomas, por alguno, cosa de entender lo mas basico, pero me pasaste una grosa explicación.
    Si alguien quiere agrgar algo mas simple con sus palabras les seguire agradeciendo.

    Salu2 a todos.
    Cita:
    Empezado por Quad
    regla numero 1 - al pagar la entrada recibiras 1 lingote de oro de un galeon ingles hundido hace 200 años
    regla numero 2 - si te toca contra pipi, podras decir "next" y saltearlo.
    Cita Iniciado por ReaLpAp2 Ver Mensaje
    no le hagas caso a lord
    vende todo y anda a un cyber con mucha comida y una bolsa de dormir
    quedate ahi un par de meses
    DiSconNecTeD_

  5. #5

    Re: Como Entender el LAGOMETER?

    con mis palabras, algo simple seria:


    LEE.

  6. #6

    Re: Como Entender el LAGOMETER?

    y para completar (ya q estamos con el tema de conexión) por si alguno tiene la duda acá hay una breve explicación de los 4 famosos comandos cl_timenudge, rate, snaps y cl_maxpackets:

    "cl_timenudge" - This interesting setting is identical to the pushlatency setting in Half-Life. This is very user determined and impossible to judge for every machine and every connection. I find this setting works well if you set the cl_timenudge setting to around -30 the ping you currently have with the server. If you don't like the way it affects your timing, then leave it at default (0). Use this command in conjunction with the lagometer for best results.

    "rate" - This setting controls packets to ensure a good connection. If you have an ISDN modem (128K) then this can be set to around 8000. If you have a 56K modem then this should be around 3000-4500 depending on your connection speed. If you are on a LAN or have ADSL modem, then this can be around 24000 or perhaps even higher. Experimentation is required to find the optimal setting.

    "snaps" - This is possibly the most important setting for getting a good connection. As everyone knows, in Quake 2, your gameworld updates depended on your current FPS so slower computers were at a disadvantage. Now, in Quake 3, your snaps setting determines how many updates you recieve from the server. 56K modems should have a setting of around 20. ISDN modems (128K) should be around 40 as should any other fast connection devices (LAN, T1 etc....). Remember to read my cg_lagometer section for tips on "snaps".

    "cl_maxPackets" - This setting puts a limit on the maximum amount of packets that can be sent to the server via the client. This setting is useful for people with slower modems. The default setting is 30 (comparable to a 56K modem), but lower this if you have a 33.6K modem or less, and higher this setting if you have an ISDN or higher modem.

    aunque acá tb pinta más info

    http://ucguides.savagehelp.com/Quake3/connection.html
    Última edición por Ramanujan; 19/01/2007 a las 08:56
    "Dr. Drumlin: Quisiera que en el mundo lo más importante fuera la justicia y que el idealismo que mostraste fuera recompensado y no que se aprovecharan de él. Desgraciadamente, no vivimos en ese mundo.
    Dra. Arroway: Qué curioso. Siempre he creído que el mundo es tal cual como lo forjamos....."


  7. #7

    Re: Como Entender el LAGOMETER?

    bak no puedo ver tus post en el laburo lpm-

  8. #8

    Re: Como Entender el LAGOMETER?

    TRUE STORY

    avatares de culos es una cosa... pero ya esa concha gigante se va a la mierda
    resistance is futile

  9. #9
    Senior Member Avatar de pf*dark
    Fecha de Ingreso
    17 oct, 06
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    V. Uqruiza ( cap fed )
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    Re: Como Entender el LAGOMETER?

    ajajajajajjaj

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