- Posts: 3289
- Joined: 15 Jun 2010, 12:01
- Location: Kansas, USA
But, WHAT IS THE SNAPSHOT DELTA TIME?
I did a quick Google and came up with this.
Wikipedia wrote:Snapshot technology—known formally as "delta snapshot technology"—gives the ability to use the same dataset multiple times for multiple reasons, while storing only the changes between each dataset. Some storage vendors integrate their snapshot capabilities at the operating system and/or application level, enabling access to the data the snapshot's are holding at the system and/or application management layers. Terminology around snapshots and "clones" is currently confusing, and care must be taken when evaluating vendor claims. In particular, some vendors call full point-in-time copies "snapshots" or "clones", while others use the same terms to refer to shared-block "delta" snapshots or clones. And some implementations can only do read-only snapshots, while others are able to provide writable ones as well.
Also, Hylis talked about it in part 4 of this post
- Posts: 4614
- Joined: 14 Jun 2010, 11:55
- Location: France, Paris
Here is the answer that I received from one of our coders:
The SnapshotDeltaTime is the measure of the elapsed time since the last snapshot (world state) was received from the server.
If this value increases too much (and becomes red) it can be due to a bad ping (it takes a long time to transmit the snapshot between the server and the client) or packet loss (the snapshot is lost between the server and the client). If the ping is good enough, it can be due to the fact that server has performance issue (the server takes a long time to send snapshot to clients).
- Posts: 77
- Joined: 12 Jul 2012, 17:21
- Manialink: dreadsbox
- Location: Australia
But is there a fix? Connection performance has been uniformly 'orrible on all servers I have tried to play on so far, even in B1.1. >_> It's very disappointing, because this game has so much potential that is currently being rendered unplayable...
- Posts: 3
- Joined: 31 Jul 2012, 01:05
i have the same problem -.-
- Posts: 4
- Joined: 20 Jul 2012, 09:42
I have a similar problem. I don't experience gfx glitches like OP yet sometimes cannot seem to move properly (almost feel like lag with reversed controls). I monitor my fps, ping and SnapshotDeltaTime and they are all fine but the problem still occurs every now and then.
I was thinking it could be serverside but nowadays it happens every time I play, and it ain't my connection either as I have a decent 60/60 mbit pipeline.
- Posts: 3
- Joined: 15 Aug 2012, 17:55
It's clearly not our connection indeed. Mine is perfectly fine as well, yet I'm having this problem all the time... Just praying for a fix because it's totally unplayable right now.
- Posts: 14
- Joined: 21 Aug 2012, 18:54
SnapShotDelta Time is the time it takes for your PC to communicate with every single user in the server, not just the server which is your ping. So the higher the SnapShotDelta Time the more delayed your actions will be within the server.
I am currently testing to find ways to fix this problem. Here is what you guys can try to do.
Allow all incoming and outgoing connections for Shootmania.
-Click start->search "firewall" ->click "Windows Firewall with Advanced Security" -> Inbound Rule -> New Rule -> Select Program -> Browse to your Shootmania.exe file -> Select "Allow Connection" -> Keep all boxes checked -> Name it anything, I did "SM MP" -> Finish.
Outbound Rule -> New Rule -> Select Program -> Browse to your Shootmania.exe file -> Select "Allow Connection" -> Keep all boxes checked -> Name it anything, I did "SM MP" -> Finish.
Restart your PC and then try.
Users browsing this forum: No registered users and 1 guest