In a previous EndLagNow Blog Entry, we looked at how Counterstrike Source and Team Fortress 2 use Lag Compensation and other techniques to hide Lag from users and make the game ‘work’ over high latencies and a variety of network conditions. The Killer Gaming Network Card has been my passion, my life for 3 years now… and i thought it would be good to explain how Killer works in context of how CSS and TF2 compensate for Lag, Latency, and how all that relates to framerates (FPS). The short answer is, Killer not only helps yourself in the game, it helps the server and the other players too… AND… less Lag Compensation makes for a BETTER experience, and if this matters to you, More Killing, more winning, and to some that means more fun.
So, how does Killer work in this context? First, understand Killer Bypasses the Windows Network Stack. At the game logic level, the game still thinks it is talking to WINDOWS, but in reality, it is talking to Killer directly. By Bypassing windows, the “MAIN GAME LOOP” runs faster… since networking calls take less time to process (really a fraction of the time), the game runs faster. Yes, HIGHER FPS is one result… but also, YOUR CLICKS are registered sooner (at a higher frequency sample), and the packet that contains your “CLICK” goes out, onto the real “wires” faster as well….
- Your Clicks get registered sooner. (and higher FPS)
- Your Packets hit the wire faster. (lower latency)
Lower Latencies (according to the calculation in the CSS developers wiki (see below), means LESS NEED for LAG COMPENSATION. In short, your “hit box” is more “TRUE TO WHAT YOU ARE SHOOTING AT”… and less prone to Error. Continue reading