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ForumsDiscussion Forum → How to lower the latency (ping) of players in Q3 engine games (JO/JA)
How to lower the latency (ping) of players in Q3 engine games (JO/JA)
2004-12-07, 8:31 PM #1
I was playing a game of Jedi Academy when the guy I was playing with asked me to turn down the time scale and I thought it would be fun do play some duels in slow motion. When I turned it down a minute later his ping dropped from 100-120 to 20-30. I tried it higher and his ping went through the ceiling. It's fun to play JA in slowmo and even better when they stop lagging. I thought some of you just might care.
All is fair in love and war.
2004-12-07, 8:44 PM #2
Not sending as many packets per second? I dunno...
2004-12-08, 4:07 AM #3
Yes, it is because the game doesn't have to send as much data at one time. But really, 100 ping isn't all bad, especially for games like JO.
2004-12-08, 4:28 AM #4
If I remember correctly, the same thing is true when you play JK in slowmo (start a SP game, type the slowmo command in the console, and then host a MP game, and slowmo will still be active (if clients/joiners don't also do this, they'll be running around fast while you're running around in slowmo)). I'm pretty sure the ping was substantially lower. Anyone know if this was a glitch with JK or if LEC actually intended it?

With Q3, didn't the maxfps command (or something similar) also lower the ping a bit for many people, if it was set relatively low?
2004-12-08, 5:58 AM #5
Although I could run Q3-based games at almost maximum settings, I always ran at minimum settings for multiplayer. I would suggest that for minimum latency just because of the simple reason that computer can do less work in less time and thus transmit data sooner.

Remember, though, that newer Q3 engine games are a step up in technology (and system restraints) in comparison to Q3.

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