English About lagcompensationdivisor

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06.07.21 03:21:06 am
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So, in the cs2d.com its says:

Quote:
CS2D calculates the frame offset which is used for the lag compensation with the calculation frameOffset=Ceil(playerPing/mp_lagcompensationdivisor). A frame commonly takes 16.6 milliseconds(60 FPS, 1000/60) so 16 is the default value for this setting.


But my servers run at 63 FPS and 1000/63 = 15,87. So will I get better results using 15 or should I keep with 16?

@edit
Oh, I just read and it looks to be for client's FPS. The client can go up to 62 so it's still 16.

@edit2
There it also says:

Quote:
Note: This command has originally been implemented for fine tuning. CS2D's target FPS are 60 so it should not be necessary to change this value. It is however possible that you get better results by slightly increasing or decreasing the default value.


In which situations may I increase or decrease it?
edited 2×, last 06.07.21 03:49:57 am
CS2DBR @ Comunidade Brasileira de CS2D | https://www.cs2dbr.com
06.07.21 09:28:00 am
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Mami Tomoe
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Code:
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function always_hook()
     parse(('mp_lagcompensationdivisor "%d"'):format(1000 / game('ticks')))
end

addhook('always',     'always_hook')


fish
06.07.21 11:04:28 am
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DC
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cs2d cmd mp_lagcompensationdivisor has only been added because it's really difficult to test which value works best. You need players with high pings and you have to play a lot. Even then it's hard to tell which values are better. 16 is the value which should work best in theory based on logic and math.

If you're REALLY bored you can try to find out if other values work better but otherwise I just recommend to stay with the default of 16.
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