Yeah will do this is intresting since the way im doing it put more pressure on the cpu vid then having 1 windowed an 1 minimized.Originally Posted by 'Freddie',index.php?page=Thread&postID=77603#post7 7603
Yeah will do this is intresting since the way im doing it put more pressure on the cpu vid then having 1 windowed an 1 minimized.Originally Posted by 'Freddie',index.php?page=Thread&postID=77603#post7 7603
Nothing wierd about this at all, background processes don't have near the priority of the foreground by default.Originally Posted by 'kojak965',index.php?page=Thread&postID=77605#post 77605
glo.......80 Prot Pal.....deathglo....80 DK..................
globee...80 Ele Sham...deafvader..80 DK....Alliance side..
glocee...80 Ele Sham...darfvader...80 DK...LightningHoof..
glodee...80 Ele Sham...sithknight..80 DK.......................
glostyle..80 Res Sham..deathvader.80 DK........................
I dont see how you say you cna have no "animation delay" as this is just how these games work. The client only updates to the server with your position a few times a second, and then the server only tells other clients a few times a second. even with a ping of like 50ms, you are still talking about 250ish ms of lag between when one client moves, and another client starts to see them move.
there are 2 systems a game can use for lag management. one is the classic server side method employed by the older generation of MMOs, in which the servers opinion of where you are located is alwase right, and it tells both others AND you where you are located. This used to cause an effect called "rubber banding" where you would see the world jump back a few feet when a few packets containing your movement data were dropped(a common occurance, the internet isnt perfect). Newer systems trust the client to determine your real position. This means that where you see someone else is not nessisarily where they actualy are. The down side of the client side, is that it is both incredibly unsecure(all your location data is on your machine in your memory and is freely open to modification) and can cause uneven synch rates (every melee class has ecperienced a moment in battlegrounds where you are out of range even though you are standing right on top of the dude). The server side approach is much more secure but incredibly annoying for everyone. The client side is just better for the general populace.
also, there is no way to use regular movement keys. Any tiny deviation cause by a local frame being dropped will only be magnified over time. You may only be a fraction of a degree off center, but 500 yards down the road your 2 guys will be 20 feet apart. and there is no way to get them perfectly lined up again.
He wasn't comparing the foreground window to a background window. He was comparing an open background window to a minimized background window. But I suspect the explanation is the same, thread priority. The thread scheduler seems to use a lot of undocumented rules besides the documented rule that you mention.Originally Posted by 'glo',index.php?page=Thread&postID=77612#post77612
�Author of HotkeyNet and Mojo
Animation lag is when you jump, all the clients jump. But you don't see the other character jump for half a second to a second. Having all your clients resized and showing, you are just seeing the client animation - 'Animation lag' is still there.Originally Posted by 'kojak965',index.php?page=Thread&postID=77605#post 77605
Also your latency isn't 180-220 normal, if you go by what the blizzard latency bar says.. then heh. We (Australians) fluctuate from 200-1200ms but the blizzard latency bar just pings it once or twice then sends the average back. I can get mine to say I have 200ms all the time but i'm still casting things at 300-1200ms. (The latency fix does make things more responsive though, its useful)
Perhaps you can link one of these videos so I can see what you mean then.
I thought he explained what he meant when he wrote, "i can barely stand it my ALT runs backwards an forwards past my main 3 or 4 times each time we stop an then stands behind me where its suppose too be." It seems pretty clear that he's talking about follow and rubberbanding, don't you think?
Jump is different because all the toons get their command to jump directly from the keyboard or local network with a latency of less than one millisecond. In contrast, with follow, the following toons get their commands to move only after a client/server round trip.
�Author of HotkeyNet and Mojo
I was explaining (trying to simply) what animation lag is and why he can't have none of it.Originally Posted by 'Freddie',index.php?page=Thread&postID=77774#post7 7774
It had already been said that he is playing at a high latency which is causing characters to fall behind, usually they don't walk in front of the main character while following via macros.. which is why I was (again) trying to make sure he isn't using the WASD to move them like he wanted to in an earlier post.
Kool never knew that. So lesson too be learned here for those new too boxing you can try both windowed an you might get a good result. :POriginally Posted by 'glo',index.php?page=Thread&postID=77612#post77612
The majority of us are probably software boxers using keyclone with maximiser. Masimiser sets up your windows nice and neat for you however none of them are maximized so the problem with minimized windows not getting enough CPU time causing hardware lag is not an issue.Originally Posted by 'kojak965',index.php?page=Thread&postID=77886#post 77886
As for your characters starting and stopping running when your main stops... this will still happen sometimes. Wow servers tell the clients when a character is running and in what direction, the client then predicts where the character will be given no change in direction or speed until the server sends a position update. Due to lag when the main stops and when the server tells the clones that the main has stopped sometimes the clones will continue following the main past where he has actually stopped. The server then updates the clone and he spins around and stares at you!
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