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Q1: ut_timenudge shouldn't be used if you don't get yellow bits on the upper line of the lagometer.
Q2: Huh? I thought you should use it when you have a sawlike green thing in the bottom of lagometer.
A: The top line represents the snapshots being processed and rendered by the client in 50msec intervals, controled by the 20 frames per second, or snapshots per second of sv_fps and snaps((1sec=1000msecs)/20=50). If the snaps processing is choppy, there's extrapolation(client prediction, creates hitting issues and affects general gameplay smoothness) represented by the yellow bits. A positive value of ut_timenudge instructs the client to wait more than 50msecs for processing the snapshots so the top line if you have noticed gets thicker when that var is used and then there are less chances for yellow. e.g. a value of 50 will make the top line twice as thick making too hard for yellow to pop up unless the connection is really screwed up. that also raises the "internal lag" of the game(with snaps/sv_fps at 20 and timenudge at 0, it's 50msecs) so, the var shouldn't be used unless there's a problem(yellow) or used at the lowest value that fixes the problem.
ps. maybe saw-like waves on the bottom line are an indication the top line is also screwed, or timenudge has a side effect to alter conditions related to the bottom line, I don't know. I'd like to know if there's more information.
Q2: Huh? I thought you should use it when you have a sawlike green thing in the bottom of lagometer.
A: The top line represents the snapshots being processed and rendered by the client in 50msec intervals, controled by the 20 frames per second, or snapshots per second of sv_fps and snaps((1sec=1000msecs)/20=50). If the snaps processing is choppy, there's extrapolation(client prediction, creates hitting issues and affects general gameplay smoothness) represented by the yellow bits. A positive value of ut_timenudge instructs the client to wait more than 50msecs for processing the snapshots so the top line if you have noticed gets thicker when that var is used and then there are less chances for yellow. e.g. a value of 50 will make the top line twice as thick making too hard for yellow to pop up unless the connection is really screwed up. that also raises the "internal lag" of the game(with snaps/sv_fps at 20 and timenudge at 0, it's 50msecs) so, the var shouldn't be used unless there's a problem(yellow) or used at the lowest value that fixes the problem.
ps. maybe saw-like waves on the bottom line are an indication the top line is also screwed, or timenudge has a side effect to alter conditions related to the bottom line, I don't know. I'd like to know if there's more information.
Now I don't play online much because the ping is so very high, and I think that stuffs up the gameplay for other people too. I see no reason why they should suffer because I live in the dark ages ... I was thinking I could use this timenudge thingy, but if that stuffs up the gameplay for other users then I won't even try. What do you think? What can I do to improve my experience without buggering up everything for everyone else?