High pingers

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worluk

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Nov 21, 2005
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Actually you will have to wait for RO to use an engine that is actually affected by highpingers for a fix for it.
 

Major_Day

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Feb 16, 2007
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Actually you will have to wait for RO to use an engine that is actually affected by highpingers for a fix for it.

RO:Ostfront servers are affected by high pingers, who cause other players to lag, HoS uses the same (if updated) engine, so i don't see it being any different. In fact the new game will probably need a lot more bandwidth, which could make things worse.

[URL]http://forums.epicgames.com/showthread.php?t=690412

Anyway the question was, will the server have the built-in ability to reject players with too high a ping (whether it affects the engine or not)[/URL]

:IS2::IS2::IS2::IS2::IS2:
 
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worluk

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Nov 21, 2005
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The unreal engine does not work that way. And no, high pingers dont affect the server. Too high player counts, wrong tick rates etc do affect the pings.
 
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Major_Day

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The unreal engine does not work that way. And no, high pingers dont affect the server. Too high player counts, wrong tick rates etc do affect the pings.

Exactly, their a many things that affect pings, thats why i asked if it will be possible to set a ping limit.
Probably only TWI can answer this question at the moment, since only they will have the server files.
It would be a nice option to have, if its possible.
 
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Major_Day

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That was an old post from 2004, an eternity in gaming terms,and whilst i don't dispute the guys word, we all know what its like when their are 7-8 players with pings of over 300/400 on a server, their IS lag, which affects other players ability to shoot the laggers.
You can say this is down to poor server Administation, and servers not having sufficient bandwidth or the proper hardware to handle the number of ppl. playing on the server, but if the ability was their to stop high pings from joining in the first place, surely that must be a good thing.
I think ppl. would rather play without being affected by lag from others, (no matter what the cause is) spoiling their game
 
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worluk

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Nov 21, 2005
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Im sure you know it all better :D
AA, which the link is about, is based on UE2 to my knowledge and though the engine changed, they certainly didnt start from scratch, certainly not for the "patch" that is UE2.5 which RO:O is based on and not for the new version that UE3 is. The problem coming from the old source games never was and will be a problem for UE based games unless they change their netcode which I dont see happening.

As for your awareness of lag with "high ping players", never noticed that in the last 7 years i played any RO version.

But be assured there wont be a feature that cures something that is not there in the first place.
 
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m_0_r_0_n

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Mar 26, 2006
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A high pinger may not cause a server lag, but a delay of data transmission. I never get the real actual position of a high pinger because of retrieving his data much too late. 200 ms can be very late if it comes to a confrontation. Test it yourself, look for a server with the highest ping. Jump around when a player tries to shoot you. It s probably that he shoots to a position you already left :) In the multiplayer game of the first version of Half-Life (1998) there was option to set a limit for the ping avg

Instruction for server admins of counter strike and other halflife games

Go to your mani_server.cfg file

mani_high_ping_kick 1 // Enable disable high ping kicker (1 = on)
mani_high_ping_kick_ping_limit 300 // Set the ping at which you want players kicked
mani_high_ping_kick_samples_required 60 // Number of samples and averaged before a decision is made to kick a player (1 sample is about 1.5 seconds)
mani_high_ping_kick_message "YOU BEEN KICKED FOR YOUR PING SO SNAP THAT!" // Message displayed in console when player is disconnected

You then change the "mani_high_ping_kick_ping_limit to whatever you want...you can also change anything else in this folder but read the instructions carefully.
 
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Ender

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Jan 30, 2006
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I remember when i fist started playing Counter Strike online there where LPBs(low ping bastards) now we are mad at HPBs. :p
 

SheepDip

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Nov 21, 2005
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Yes high pingers are annoying to play with, what with the constant stop/start/warping etc.

High pingers don't ruin the server or other peoples connections to said servers.

I'm sure all previous unreal engines have had like a max client rate or some such thing.
 

Hans Ludwig

FNG / Fresh Meat
Jan 13, 2010
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But I think it's a load of hogwash that high ping players somehow slow down the server.

I have a buddy that works at a co-location facility, and he does says that player with high pings do cause the server to have energy consumption spikes. This is because the processor(s) has to work harder at calculating the many variables per second when the data comes in late, resulting in lag. Shared servers, those used a lot by gamers, will experience this the most. That's why I would stick with dedicated servers with some meat in them.

There was a good article on this on Tom's Hardware, but I'm to lazy to search for it. It was written by a guy from Intel, not some amateur guy that has no education or experience in the IT field.
 
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Fedorov

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Dec 8, 2005
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I live in a location from which it doesn't mater where I connect, my best pings are always between 120 and 170, and there is just no physical way of lowering, so I think I don't have the right to play RO2 then.