mitsubishi, on 01 June 2010 - 10:31 AM, said:
- Timenudge: Maybe allow it to go at least to -20 for competitive players (it increases responsiveness in exchange for visual jerkiness) (positive values (that we have now) increase visual smoothness in exchange for input/gameplay responsiveness). In terms of 'hits' it's a complex matter since it can both be argued that jerkiness = 'hits lost'/visual smoothness = 'hits improved' and that jerkiness = 'better latency and hence maybe better hits'/ positive timenudge = 'local lag'. It may depend on the person or mood on what's best in a case.
- This is in the list already but it's in this family: cl_packetdup: allow it to go to 0 for potential lower overheads (it may not be very important potentially but some perfect connections should not need it at all). Personally I find it very irritating on negative values (with eventual only negatives to gameplay) so it's fine as it is for me but I suspect others operate differently. Unless -10 would be bearable..
- This has been addressed by TwentySeven already: maybe increase cl_maxpackets allowable for higher responsiveness/better 'hits' latency: it has been increased for 4.2 to 125.
- This has been discussed by TwentySeven already: maybe allow higher sv_fps/snaps for higher gameplay responsiveness: 27 is afraid to increase it. I suspect because it may increase load tremendously (CPU and network load). I believe it should be increased in 2010: conservative approaches can be just up to 25 *very conservative IMO. Or up to 40 (conservative but very noticeably higher).
None of these are bugs, 'must dos' or personal suggestions, mainly remarks for further development.
But they may be hugely affecting gameplay (well, maybe not packetdup).
You would need sv_fps to rise at the same pace as snaps for it to affect gameplay. Else it doesn't feel too different.
I've tested that on sof2, which afaik has a similar networking system (ask apoxol :P)