From: Woody Z. <woo...@ho...> - 2002-03-14 02:12:36
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----- Original Message ----- From: "Owen Strain" <ow...@ma...> > As I understand boaty and pea-soupy, they aren't the same actually. Boaty is > like when you play marathon (Infinity, that is) with it set to a speed of > 'Remote Access'. Basically, there's a bit of lag time from when you hit keys > to when your player responds on screen, while maintaining a high frame rate. > > Pea-soupy, as I understand it, is when the entire game slows to a crawl, > including FPS. AFAIK it doesn't have any further input-lag aside from > whatever may be caused by the horrible (unplayable, that is) framerate. Aha yes your assessment of what *I* mean by "boaty" is spot-on. As I recall, the old Ambrosia game "Avara" tended to get very boaty over the Internet. (Bolo, OTOH, which had some predictive mechanisms, remained much more playable. Of course then you got the oddities you get with prediction: players teleporting, previously invisible phantom shots whacking you, LGM dying after apparently making it safely, etc. Much like Quake 2, though IIRC in Q2 higher ping added some boatiness too - at least to things like shooting - because your command didn't "count" until the server received it. Of course, that policy reduced the "guess what, you got waxed by a phantom rocket" problem. Whoops, end tangent.) And it sounds like "pea-soupy" is what I would tend to call "choppy" or "framey", though maybe neither of those terms really captures the _extent_ by which the frame rate drops in a true pea soup condition. Setting the speed to Remote Access is effectively telling Marathon you want it to behave... boatily. :) Why would you do that? Because otherwise with a slow ring you're going to get "pea soup". :) (Note: my NETWORK_ADAPTIVE_LATENCY_2 mechanism does away with the speed-setting dialog item and tries to automatically dynamically adjust the "boatiness" so it's just high enough to avoid any framiness or pea soup caused by ring latency/jitter. I suspect if you played in a slow ring (i.e. over telephone modems), the first few seconds of the game would be pretty pea-soupy, but that it would then adjust quickly to the required boatiness.) I wonder if some profiling tools could be brought to bear to help identify the bottlenecks? Would the (minimally invasive) "Sampler" work? Of course at some point it will probably take some instrumentation in the code to help collect more specific data, but a general-purpose "outside-the-code" tool might be able to help point to the spots where more detail is needed - e.g. to explain the turning-off-sound fix or to verify the texture-thrashing hypothesis. That pea soup is reproducible (always happens in the same areas) is quite fortunate... much better chance of isolating (and fixing) the problem. I'm curious though - I don't see an obvious connection between "pea soup" and a low frame rate. (I would have guessed something more like the smearing effect when you see The Void, or something.) Anyone care to comment on the etymology? It sounds like there could be an amusing anecdote lurking there. BTW thanks for the answers. Woody An advertisement may appear at the end of this message. Its contents are not under my control. Please disregard it. |