Auto Adjusting Net_Lag Mod (Testing Purposes)

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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Ze_PilOt » 17 Sep 2013, 14:40

Could be nice to add some log for testing purpose.

When it's proven solid (and if it actually do something good), I will implement it in FAF.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Duck_42 » 20 Sep 2013, 02:56

@Zock, the mod regularly writes messages to the log file, so you should be able to verify that it's working by looking there.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Zock » 26 Sep 2013, 13:29

What log file are you talking about? game.log? I couldn't find any entry, but i also don't know what to search for. However i don't think the mod is working, i couldn't notice any effect in all my games.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Duck_42 » 26 Sep 2013, 23:34

Zock, The info is logged to the game.log file. The lines are prefixed with "AUTO NETLAG:". If you're not seeing them, then check to make sure the mod is turned on and also look for errors in the game.log file.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Zock » 03 Oct 2013, 14:12

tested in sandbox vs AI and it worked.

from a 4v4:

info: AUTO NETLAG: Received net_lag request from control client with id 7 and R value 17
info: AUTO NETLAG: Sending response with S value 256.90148925781 and R value 17
warning: SND: XACT3DApply failed.
Invalid arg

The warning part happens about 9000 times.

log was about 500 MB, i will try to get a shorter one and attach it.

On a sidenote, someone told me today that the net_lag command also works if only you do it, and all other have a differnt value, i.e. in ranked games.


Edit: Got a shorter one. Attached. It did seem to work, and above error doesn't apply, maybe its unrelated.

info: AUTO NETLAG: Received net_lag request from control client with id 2 and R value 2
info: AUTO NETLAG: Sending response with S value 105.30569458008 and R value 2
debug: Loading module '\000/lua/ui/game/connectivity.lua\000'
info: ResetCycle cm: false data: false


However i experienced little lags, but my test partner didn't. I will check that more.
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game.log
(120.63 KiB) Downloaded 113 times
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Duck_42 » 04 Oct 2013, 05:43

Zock, That looks like what I'd normally expect to see in the log, so I'd say it's working.

On a sidenote, someone told me today that the net_lag command also works if only you do it, and all other have a differnt value, i.e. in ranked games.


While the game may or may not lower the net_lag to whatever the max value is between all players, I don't think changing just your setting would have any effect.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Zock » 07 Oct 2013, 16:45

I tested it, it does in fact work. You can set it to 0 and lag the whole game, or to an acceptable value and have the decreased input lag.

Don't know if it will decrease the input lag for the other players in the game too though.
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Kulu » 21 Jan 2014, 11:46

I used the search function to find this thread.

What does this mod do? I read the posts but dont really understand what it does. But more important: Is this mod working well? Like reducing lags or connection problems? Because it looks like one third of the hosts use this mod but im not sure if i should join their games or even use this mod myself. I mean if it would work it would be implemented?
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Re: Auto Adjusting Net_Lag Mod (Testing Purposes)

Postby Duck_42 » 22 Jan 2014, 02:01

Contrary to the name, this mod doesn't really reduce network lag. It reduces a value in FA called "Net_Lag". Think of it more as input lag. Basically, the time it takes from when you give a command to when a unit actually starts doing what you told it to do. If you ever heard someone say that it pings don't matter as long as they're under 500, the Net_Lag setting is why. By default, it's set to 500. This mod dynamically reduces the Net_Lag value to the highest ping (plus 50 ms). In most games, it doesn't make that much difference because the pings are too high. If you were playing with someone on your LAN with a <1ms ping, you'd notice a huge difference in the input lag.
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