COMMON KILLER QUESTIONS FROM THE ENDLAGNOW-ER
FRIDAY, JULY 25, 2008 - BY TYTUS
font class="MainHeaderText">From time to time I get questions such as those posed by JEMCRYSTAL on my last Blog Entry. Since I get them often, I thought I'd spend a few moments answering them to all. Its no secret, I love gaming, online games, FPS, MMOs, and all things to do with Networking these things together. LLR, The Killer NIC, LLR2, and all things to do with Bigfoot Networks are the penultimate culmination of those combined passions. On to the questions:
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KILLER AND VALVE: HOW GAMES HIDE LAG, AND CAUSE IT.
THURSDAY, JULY 17, 2008 - BY TYTUS
n 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.
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IGDA SUMMER PICNIC AT RICHARD GARRIOT'S PRIVATE LAKESIDE RESORT....
SUNDAY, JULY 13, 2008 - BY TYTUS
t was great to be able to Sposor the Independent Game Developers (Austin) Summer Picnic this year! We had a blast, as you can see by the pictures! Everybody loved the Killer Bling Loot we handed out, and many of the developers were very receptive to the idea of "End Lag". I enjoyed meeting lots of old and new friends, and hope they email me and keep the fight going! Thanks IGDA!
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COUNTERSTRIKE AND TF2 SOURCE ENGINE LAG UNCOVERED!
FRIDAY, JULY 11, 2008 - BY TYTUS
n amazing look into Lag & its causes in a real game (we all love) is a few clicks away. The Video of Team Fortress 2 (a Valve Steam Source game) and the real game developer conversation about TF2 and Counterstrike Source are both incredibly revealing, shocking, and prove true what we at ELN have been saying for a long long time. Lag is caused by the internet, the client, and the server... and in many cases, Lag is even introduced and expected: e.g. the things game developers do to try to "Hide Network Lag" from the weak (slow net connections), actually make those of the strong (like you and me with decent to good net connections) experience MORE Client Lag. Not good my friends. I'll take my game without Lag please... read on for the truth, and straight to the point of the story.
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WORLD OF WARCRAFT LAG FINALLY EXPLAINED!!!
WEDNESDAY, JULY 02, 2008 - BY TYTUS
orld-of-Warcraft Lag finally makes sense! Some clever writer has explained the Physics of World-of-Warcraft (geeks like me only!)... The diameter of the WoW World, the relative gravity, the dimensional implications, and of course, the reason "Time" is 'weird' in the game, especially Lag! Reality is, you need something like the LagMeter (downloadable here at ELN) to actually tell what is causing your Lag... For WoW, unfortunately, it is the "servers" that are usuallty to blame! That doesn't mean you can't get a smoother experience, you just can't fix their servers (yet)... Yes, We at Bigfoot are working on that :) GRIN :) (disclaimer, not officially announced with any partners except for Emergent Game Technologies)
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