Anyone having rubberband?
Classic319
Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">finally found what it is called</div>Mostly I have a serious Rubberbanding. Just cannot move. I don't know exactly, sometimes it doesn't happen when I join the server that has less players. But it's weird that I had never problem even if the server later contains much more players even like 20.
Anyway, the fact is I could never play at the server that ORIGINALLY ontains +15 players. Because that ###### rubberbanding.
My computer is pretty old, having 8600GT and 2GB ram. But having ca. 40 FPS all the time.
Can anybody tell me what's problem and whether you also have this problem?
+ I wonder to know, whether PING often makes Rubberbanding or not.
Actually, this computer seems to have some problems. One is that I have almost 1.5x to 2.0x pings than I used to have before 3 months ago(i've never played any game since May because I was in Germany to study). And the other is that sometimes graphics break down and the graphic card being heated.
Anyway, the fact is I could never play at the server that ORIGINALLY ontains +15 players. Because that ###### rubberbanding.
My computer is pretty old, having 8600GT and 2GB ram. But having ca. 40 FPS all the time.
Can anybody tell me what's problem and whether you also have this problem?
+ I wonder to know, whether PING often makes Rubberbanding or not.
Actually, this computer seems to have some problems. One is that I have almost 1.5x to 2.0x pings than I used to have before 3 months ago(i've never played any game since May because I was in Germany to study). And the other is that sometimes graphics break down and the graphic card being heated.
Comments
When you walk forward, you computer sends the walk forward command to the server. While that message travels to the server, the server calculates where you should be, and sends you a message back to tell you where you actually are, you computer already anticipates that movement, and moves your view where he thinks the server will tell him that you will be.
Now several things can happen. For example, you walk forward, but the server never gets your message. In that case the next server update will tell you a different position from the one you actually are, and you will be pulled back.
It also happens when you walk forward, and hit another player that just in that moment can in front of you and your client was not able to predict that.
Ok, it sounds all a little complicated, but in short: Ping and server tickrate will influence the amount of ruberbanding. Where the problem lies (packages getting lost on the network, server/client problems) is hard to say from here, but rubberbanding was very common in the beginning of ns2, now it mostly disapeared for me.
I just changed my ISP. Turns out that the massive connection problem issues and rubberbanding came from one of the ISPs I used. Apparently there was some heavy delay/loss going on regarding the upload.
With a decent ISP I can even play with 64kbit/s on a small server and only get a few connection problem messages also not resulting in timeouts.
If you can play other multiplayer games with your connection, keep in mind that the spark engine is still being optimized and thus the netcode will probably be more forgiving or compensating about that in the future.
Personal story: I once had a similar problem, ran ping plotter, and noticed that on a certain hop (that is, a connection along the route to the server), most of my packets were getting lost. So, I called my ISP, told them the IP of the router in question, and watched in-real time as pingplotter showed the router disappearing (while they rebooted it), and then reappearing with no connection problems. (Of course, this only works if the router is on their network).
Note: This will only address some of the potential causes of rubber-banding. If the cause is elsewhere, such as the server simply not being powerful enough to keep up with the players, then this will not help at all.