Snapshot Delta problem
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Snapshot Delta problem
I have been having a problem wih shootmania lately. When I went online and checked my ping I noticed something called the Snapshot Delta and it was causing some heavy issues. Especially when one day I saw it spiked to 1254. Can someone please explain why that happened?
Crashing happily since 2009.
- slugish
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Re: Snapshot Delta problem
Without going into a lot of detail, SnapshotDeltaTime is an average measure of how often (in milliseconds) the server is sending you the condition of the map(player positions, etc). If you notice the two numbers in parenthesis after this number, those refer to the minimum and maximum time over the last "unit" of time. I say unit, because I'm not sure exactly how long the duration of the time measurement is. The snapshotdelta is effected by ping, packet loss, the current tickrate(how often the server computes the world) of the server (which appears to be somewhat dynamic?), and also suffers if the server is bogged down by something. There are probably other possible contributors that I am unaware of as well. Any of these things could be effecting this...
Re: Snapshot Delta problem
Mate, it's those bloody Europeans that are always joining the server it causing the SnapshotDeltaTime to go up.
Those flamin' *** are always coming in the servers complaining about lag.
Those flamin' *** are always coming in the servers complaining about lag.
- slugish
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Re: Snapshot Delta problem
Players with high ping will increase that to an extent, but not very much. The server will only "wait" so long on their packets. That is what the red X in the bottom left hand corner means: that the server is continuing on without waiting for input from your game. This, in a way, acts like packet loss for the high pinging players. Even though all of his packets may be received, if they arrive too late, they will be ignored. At least this is my understanding of how it works.Stoware wrote:Mate, it's those bloody Europeans that are always joining the server it causing the SnapshotDeltaTime to go up.
Those flamin' mongrels are always coming in the servers complaining about lag.
Re: Snapshot Delta problem
Then how come it was happening offline also (in the editor)?slugish wrote:Without going into a lot of detail, SnapshotDeltaTime is an average measure of how often (in milliseconds) the server is sending you the condition of the map(player positions, etc). If you notice the two numbers in parenthesis after this number, those refer to the minimum and maximum time over the last "unit" of time. I say unit, because I'm not sure exactly how long the duration of the time measurement is. The snapshotdelta is effected by ping, packet loss, the current tickrate(how often the server computes the world) of the server (which appears to be somewhat dynamic?), and also suffers if the server is bogged down by something. There are probably other possible contributors that I am unaware of as well. Any of these things could be effecting this...
Crashing happily since 2009.
- slugish
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Re: Snapshot Delta problem
I'm a little unclear by what you mean. Do you mean your snapshotdelta is spiking in the editor? If so, I think you are mistaken. If you mean that the editor is lagging, then that is entirely possible(and likely). I have that happen often, I suspect due to the memory on my video card. I have 768 megs, which is not exactly shabby, but isn't amazing either. The "workaround" I have found is to compute shadows often... just select the fastest method available, and it should speed the editor up until you have made a decent amount of changes.Boo425 wrote:Then how come it was happening offline also (in the editor)?slugish wrote:Without going into a lot of detail, SnapshotDeltaTime is an average measure of how often (in milliseconds) the server is sending you the condition of the map(player positions, etc). If you notice the two numbers in parenthesis after this number, those refer to the minimum and maximum time over the last "unit" of time. I say unit, because I'm not sure exactly how long the duration of the time measurement is. The snapshotdelta is effected by ping, packet loss, the current tickrate(how often the server computes the world) of the server (which appears to be somewhat dynamic?), and also suffers if the server is bogged down by something. There are probably other possible contributors that I am unaware of as well. Any of these things could be effecting this...
Is this what you mean?
- jhs
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Re: Snapshot Delta problem
I have SnapShotDelta Time 0.0 ?? what it is ?? I cant play on servers :/
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