Why can replays lag?
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Why can replays lag?
Assume the whole game was without desync errors. Why would a replay of such a game lag or stutter when your connection was bad in said game?
It makes no sense to store 'lag information'/delays in replays as it is now.
It makes no sense to store 'lag information'/delays in replays as it is now.
Re: Why can replays lag?
Well, this is something new to me. I have never seen my replays lag.
Re: Why can replays lag?
I could possibly modify my demo reader to correct lag...
Re: Why can replays lag?
replays lag because packet timestamps are saved in the demo and are used during playback. like aegis said, you could probably easily fix this by going over a replay and setting the timestamp to framenum/30 or so.
Re: Why can replays lag?
DO EEEETaegis wrote:I could possibly modify my demo reader to correct lag...
Re: Why can replays lag?
Why don't we just do this when saving?imbaczek wrote:replays lag because packet timestamps are saved in the demo and are used during playback. like aegis said, you could probably easily fix this by going over a replay and setting the timestamp to framenum/30 or so.
(I suggested this 2 days ago to BD actually when he was making his dedicated client [as gu->modGameTime wasn't available in this] and this worked fine.)
Or is it that we really want to record the duration of pauses?
Re: Why can replays lag?
Length of pause in the sense of pressing the pause button is not recorded afaik.Tobi wrote:Or is it that we really want to record the duration of pauses?
The 'lag pause' is useless unless you want to prove you were lagging.
Re: Why can replays lag?
Why does it save timestamps at all, let alone issues of changing them.
Re: Why can replays lag?
Probably to prevent dumping the entire replay at once into the (loopback) network buffers.
Not sure what kind of (adverse) effects that has though, feel free to try
Not sure what kind of (adverse) effects that has though, feel free to try

Re: Why can replays lag?
Why wouldn't you make all events frame-dependant instead? At least framerate is always constant. Timestamps are affected by lag. At least to me that seems a far better way of doing it.imbaczek wrote:replays lag because packet timestamps are saved in the demo and are used during playback. like aegis said, you could probably easily fix this by going over a replay and setting the timestamp to framenum/30 or so.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Why can replays lag?
one of the possible negative effects is the compression of events that happends in pre-game into a single instant ( frame count fixed at 0 )
Re: Why can replays lag?
That is a positive effect imo, we dont have to wait for noobs who take forever to select start pos :)
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Re: Why can replays lag?
/skip +1zerver wrote:That is a positive effect imo, we dont have to wait for noobs who take forever to select start pos :)
When pausing you might want to have the ability to read the chat and not getting printed 100 lines of chat at once. If you don't /skip +1 helps there too.
Re: Why can replays lag?
Then why not go for the timestamps on the first part, since that is blabbering anyways, and once the game has started switch to frame numbers? It just requires some extra code like this:
if(frameNum > 0)
{
//record/play using frames
} else {
//record/play using timestamps
}
Although I guess things are quite a bit more complicated than that, but you get the idea
if(frameNum > 0)
{
//record/play using frames
} else {
//record/play using timestamps
}
Although I guess things are quite a bit more complicated than that, but you get the idea
