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Posted
  On 9/29/2013 at 3:26 PM, SunLight said:

ET fragments anything bigger than 1300, as you can see yourself from your screenshot with /showpackets 1

 

I got some fragments too, I connected to recruiting server to test it, but I guess it depends on the map and how many players and entities can be visible together.

 

 

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Yes, depends on the map and also the area, in some places it's fine, in some it's terrible. But I wonder how the engine is supposed to handle this, is the extrapolation normal then? Or is something not right with my PC or ET? Thanks :)

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Posted (edited)
  On 9/29/2013 at 4:12 PM, S3ti said:

Yes, depends on the map and also the area, in some places it's fine, in some it's terrible. But I wonder how the engine is supposed to handle this, is the extrapolation normal then? Or is something not right with my PC or ET? Thanks :)

Probably the engine fragments it because it would get fragmented anyway

 

I didn't check that part of the engine in depth, but it seems that the server tries to guess when the missing fragment will arrive (according to rate) and set the snapshot time to that.

 

Of course this can never be predicted perfectly, and anyway extrapolation is unavoidable since you won't get the message until the rest arrives. Maybe they didn't make the game for so many players.

 

That fragmentation happens in the engine and as far as I know it's not changeable unless you recompile ET with a different value. But then if you send a big packet on the net it would probably get fragmented anyway

Edited by SunLight
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Posted

Installed another new videocard driver, seems to have helped a bit. Still getting spikes but not as many as before and players don't warp that hard.

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