00:33 < bridge> did something change with the new version regarding ghosts? 00:46 < bridge> it doesn't work like that, prediction margin adds delay to your already existing ping delay 00:47 < bridge> and anti ping will try to compensate that 00:47 < bridge> instead of the other way around, that it adds delay to anti ping itself like i wanted to 01:58 < bridge> Bruv it only takes like 2-3 weeks to get used to antiping then you're better forever, stop silly idea of adding extra delay lol 02:01 < bridge> it's not silly 03:28 < bridge> i use this and i feel diff when hammerwall with 48 and 8 ping. its not same. 03:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071618233221779597/image.png 03:29 < bridge> and it is not work if tee on other side unfrezzed. 04:16 < bridge> its silly 04:17 < bridge> i remember antiping having some sort of 'minimum ping' cutoff, but they removed it 04:18 < bridge> also game just looks smoother during drag parts etc when simulating 0 ping , there's no time delay when hooking, it's instantaneous and feels fast 04:27 < bridge> I’ll have to completely rewire my monkey brain for that 04:27 < bridge> I guess I’ll try 04:28 < bridge> What can i lose 04:28 < bridge> Except for lots and lots of fails in the first few weeks 04:29 < bridge> i remember when jawsh first switched he couldnt finish tsunami, now he is a huge gores pro 04:30 < bridge> So i will also transition to a QR code player? :justatest: 06:30 < bridge> Since I don't have all of you as friends on discord and I can't find some of you on GitHub... I just start the discussion here, where also not mentioned people can form an opinion. 06:30 < bridge> @deen @Avolicious @ReiTW @heinrich5991 @ChillerDragon @fokkonaut 06:30 < bridge> Sorry for the mass ping 😦 06:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071664187467649074/TeeworldsWorldCupConcept.pdf 06:35 < bridge> good night 🙂 08:42 < bridge> mass ping spam :troll: 09:47 < bridge> <<~{Barsik}~>> mass ping spam :troll: 10:00 < bridge> Ya, swapping to antiping was very worth it, imo. Took me awhile to get used to it, swapped about a year ago now I think 10:02 < bridge> The fact that it makes catching tees as simple as hooking them directly, is one of the better reasons to swap over 10:03 < bridge> Never have to play that little guessing game again, unless it's a part that requires movement from the tee as you hook them 😅 10:05 < bridge> 13 years of not using antiping, if I can do it, anyone can. Just accept that you're going to play worse for a bit 10:06 < bridge> 13 years of not using antiping, if I can do it, anyone can. Just accept that you're going to play worse for a bit, you should end up better than you were 10:07 < bridge> Stop trying to convince everyone to use Antiping, thanks 10:07 < bridge> Antiping propaganda 10:08 < bridge> I used to hate antiping too :kek: 10:08 < bridge> I was fucking dumb 10:09 < bridge> missspelled my name xd 10:09 < bridge> „All Four disciplines“ \:triggered\: 10:09 < bridge> (@KDaniel) 10:10 < bridge> Point is I dont hate it, but you hate it now to play without. 10:10 < bridge> I can play without still 10:11 < bridge> It's just worse, far less consistent. Why would I choose to do that to myself. I can freely play on any server I want 10:11 < bridge> Let’s fix bad servers and ddos for the sake of tournaments @Learath2 how come you never thought of tournaments to fix ddos? 10:21 < bridge> So you need mappers for multiple new ddrace,gores,fng and block maps.Devs to build a website with accounts and stats tracking and it has a api to publish game scoresCustom server modifications to publish these scores (and thus also to track the games)ddos protection (lol)And randomly expect a bunch of people to cooperate. I can see some of the random selection of people you pinged being not interested.That’s quite big 10:21 < bridge> (@KDaniel) 13:32 < bridge> Mappers doing maps all they long.. like every year this would be 7 maps for ddrace and gores.. 13:32 < bridge> 13:32 < bridge> The website thing is that what I want to build. It just tracks during the tournement like all other tournement right now.. no one talked about accounts. 13:32 < bridge> Yea ddos(lol) I know it. 13:32 < bridge> 13:32 < bridge> - 7 new maps per year for big event 13:33 < bridge> - it's just a simple website where you can register and other can see the current state of the tournement and provides API to fill the lists with information. 13:33 < bridge> - yea the idea to bring the gamemmodes together and show some blocker that gore's exists. 13:33 < bridge> - the only thing is some help with hosting or just some mental support. 13:33 < bridge> 13:33 < bridge> The whole thing can done by just 1 person because everything is already done except of the website but this project would not work without people. 13:33 < bridge> But thanks for your opinion:) 13:34 < bridge> Mappers doing maps all they long.. like every year this would be 7 maps for ddrace and gores.. 13:34 < bridge> 13:34 < bridge> The website thing is that what I want to build. It just tracks during the tournement like all other tournement right now.. no one talked about accounts. 13:34 < bridge> Yea ddos(lol) I know the struggle of none. 😄 13:34 < bridge> 13:34 < bridge> - 7 new maps per year for big event 13:34 < bridge> - it's just a simple website where you can register and other can see the current state of the tournement and provides API to fill the lists with information. 13:34 < bridge> - yea the idea to bring the gamemmodes together and show some blocker that gore's exists. 13:34 < bridge> - the only thing is some help with hosting or just some mental support. 13:34 < bridge> 13:34 < bridge> The whole thing can done by just 1 person because everything is already done except of the website but this project would not work without people. 13:34 < bridge> do everything yourself :gigachad: 14:47 < bridge> Okay maybe no accounts with password but some kind of user tracking for teams and leaderboard 14:48 < bridge> But yea I could host stuff if you want. Got no fancy ddos protection tho 14:55 < bridge> @Jupeyy_Keks i got my new keyboard 14:55 < bridge> i like the feeling 14:55 < bridge> but i gotta get used to it 14:55 < bridge> with speed mx? 14:55 < bridge> yw 14:55 < bridge> yeah 14:55 < bridge> its epic but i know what u mean 14:55 < bridge> its weird first time u use it 14:55 < bridge> i also mean the layout 14:55 < bridge> oh ok 😄 14:56 < bridge> xd i have the other imprintend into memory muscle 14:56 < bridge> this one is a bit different 14:58 < bridge> the keyboard itself 14:58 < bridge> is beautiful 15:22 < bridge> are there ways to make ddnets network traffic footprint less? 15:22 < bridge> The internet speed was halved for me. and now this game is unplayable. 15:23 < bridge> Something like not subscribing to garbage information about people outside your team or something (for example) 15:24 < bridge> (World of Tanks runs smoothly for reference) 15:25 < bridge> are there ways to make ddnets network traffic footprint less? 15:25 < bridge> The internet speed was halved for me. and now this game is unplayable. anti ping makes it just worse. 15:25 < bridge> are there ways to make ddnets network traffic footprint less? 15:25 < bridge> The internet speed was halved for me. and now this game is unplayable. anti ping makes it just worse (my ping is "normal"). 15:26 < bridge> what is your new internet speed? 15:26 < bridge> do you have cable internet now? 15:28 < bridge> My PC supports both. But I use cable. 15:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071799472419516456/image.png 15:28 < bridge> should be around 6MB/s 15:28 < bridge> should be around 6MB/s download, upload is garbage 15:29 < bridge> i dont mean a LAN cable 15:29 < bridge> i mean cable, instead of DSL or fiber 15:29 < bridge> no clue 15:29 < bridge> but sounds like it doesnt it 15:30 < bridge> anyway with ctrl + shift + d u see the network footprint, but your internet should be good enough 15:30 < bridge> yea but I lag nonstop 15:30 < bridge> it really is unplayable 15:30 < bridge> but your upload is really trash 15:35 < bridge> so I can't do anything and its the upload that causes lagspikes nonstop? 15:37 < bridge> no i dont think so 15:37 < bridge> but if you have cable internet. the upload is defs a problem 15:38 < bridge> cable internet by design is a problem 15:44 < bridge> I assume DSL is cable 15:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071803520803672144/image.png 15:44 < bridge> yeah 15:45 < bridge> but the upload is completely different to what u posted before 15:46 < bridge> yea but what I posted before is what I have on my PC 15:46 < bridge> i dunno maybe this is a temporary problem for you/vodaphone 15:46 < bridge> 15:46 < bridge> have u tried to restart your router and computer? xD 15:46 < bridge> fixes everything 15:46 < bridge> i could try orinoco speedtest, but that should give similar results 15:46 < bridge> i restarted my PC a couple of times already 15:46 < bridge> tried to install hackintosh on my highend PC 15:46 < bridge> to dualboot into 15:47 < bridge> but after I did my research over an installation issue, I found out that MacOS doesn't support 3090 and won't support it 15:47 < bridge> i could try ooklaspeedtest, but that should give similar results 15:47 < bridge> i could try ookla speedtest, but that should give similar results 15:48 < bridge> what why macos? 15:48 < bridge> looks fancy 15:48 < bridge> anyway, you seem to have a fritzbox 15:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071804592892936192/image.png 15:49 < bridge> lets face it: 15:49 < bridge> macos is complete bullshit and just another useless OS that doesnt solve any issue but creates many 15:49 < bridge> no OS in this world is so bad 15:49 < bridge> thats the linux user talking out of you 15:49 < bridge> i love macos 15:49 < bridge> just not interested to waste 2k on a macpro 15:49 < bridge> bro even windows is not so bad 15:50 < bridge> you want me to do what it tells me and slide it to the left? 15:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071805032284041277/image.png 15:50 < bridge> feels like it slows my computer down 15:50 < bridge> you could at least try it 15:51 < bridge> pf in no way macos has as good GPU drivers as windows has 15:51 < bridge> yea that's why I wasn't able to install it duh 15:51 < bridge> it doesn't support my GPU 15:51 < bridge> too stronk 15:51 < bridge> macos is designed to work for what apple wants it to work for 15:51 < bridge> it has so many limitations and bad design flaws 15:52 < bridge> so intel and in the future their M chips 15:52 < bridge> i have got intel 15:52 < bridge> so intel and in the future only their M chips 15:56 < bridge> you mean that bad design flaw that malware basically has got no chance, privacy and other shit? 15:57 < bridge> yeah closed source and privacy 15:57 < bridge> who doesnt trust american companies 15:57 < bridge> There is no malware for macOS simply because it’s not profitable 15:57 < bridge> fake news 15:58 < bridge> Windows 75%, MacOS 15%, Linux 1% 15:58 < bridge> Why spend your time developing a malware for about 5% of computers? 15:58 < bridge> Windows 75%, MacOS 15%, Linux 3% 15:59 < bridge> 15% is including iOS iirc btw 15:59 < bridge> no 15:59 < bridge> specifically MaxOS X 15:59 < bridge> iOS is not included 16:00 < bridge> anyway, since u want to do gaming, steam hardware survey is moreinteresting 16:00 < bridge> Ok, even that is 1/5th of all computers 16:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071807626658201651/image.png 16:00 < bridge> that's what I would use dualboot windows for 16:00 < bridge> Just spend your time developing a malware for windows and you’ll make more money 16:01 < bridge> gRPC in the ddnet codebase works good so far. I'd thought about using the CJobPool idea for the grpc calls 16:04 < bridge> Any input on the CJobPool idea? 16:04 < bridge> https://store.kde.org/p/1400424/ 16:04 < bridge> 16:04 < bridge> here xd 16:05 < bridge> i mean cjobpool can do single async threaded tasks, if that is what you aim for then its good enough 16:05 < bridge> but the tasks are blocking 16:05 < bridge> so if the theads are in use and smth is IO bound they are in use 16:06 < bridge> its not comparible to smth like futures 16:06 < bridge> This is what I did, but with the new multi pool approach I introduced in #5842 16:06 < bridge> https://github.com/ddnet/ddnet/pull/5842 16:06 < bridge> that's not the same feeling 16:06 < bridge> xd 16:07 < bridge> What problem would it solve? 16:07 < bridge> Running multiple jobs in parallel? 16:07 < bridge> or reduce context switch? 16:08 < bridge> I haven’t really dug into the grpc api, but I think the issue was that I needed special handling for completion 16:08 < bridge> anyway about your original problem, is your internet connection new? or did it simply suddenly happen 16:08 < bridge> after our internet speed was reduced 16:08 < bridge> grpc offers different operation types, I'd not use the completionqueue, because it would add complexity 16:08 < bridge> ah yeah, why was it reduced, did u change plan? 16:08 < bridge> was some special offer 16:09 < bridge> So I decided to go with normal blocking calls 16:09 < bridge> I used the completion queue yeah that was the name 16:09 < bridge> With normal blocking calls I think the standard jobpool would work just fine 16:10 < bridge> i can only tell you my experience with old DSL cables that come from the street to the house: 16:10 < bridge> 16:11 < bridge> make sure they are as short as possible (from street to your router) 16:11 < bridge> make sure they are well isolated (they are very bad with signal problems) 16:11 < bridge> for me personally: disable ipv6 support in the router (telekom) 16:11 < bridge> 16:11 < bridge> 16:11 < bridge> but i'd say you have a different problem, maybe just call your ISP and ask why your upload sucks so hard 16:12 < bridge> Okay, we are using local on machine gRPC proxy/interceptor to cache some stuff like bans. So the jobs are being processed very fast & if needed they are delegated to the gRPC node behind the proxy 16:13 < bridge> Oh, you are much further than me it seems. I had a similar plan to make sure the calls ended in reasonable time 16:13 < bridge> yea sucks then, 246 metres away 16:14 < bridge> yea sucks then, 246 metres away 16:14 < bridge> ipv6 was disabled already 16:14 < bridge> Its just a PoC. Dont wanna upgrade the servers & setting up the gRPC proxy for all servers, if not tested 😄 16:15 < bridge> mine is apparently even longer 16:15 < bridge> 16:15 < bridge> but as said, it must be a different problem 16:16 < bridge> 16:16 < bridge> maybe vodaphone cheating on you bcs they think u stupid/old whatever 16:16 < bridge> 16:16 < bridge> just call the ISP and it will magically fix 16:16 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071811422289399888/image.png 16:37 < bridge> @Jupeyy_Keks fixed it 16:46 < bridge> what was it 16:52 < bridge> not sure 16:52 < bridge> it still isn't what the dns box says I should have 16:52 < bridge> but 2-3MB/s upload is an improvement 16:57 < bridge> not sure, a couple restarts, disabling ip6 completely 16:58 < bridge> not sure, a couple connection restarts (increasing stability to the max), disabling ip6 completely, getting rid of unused devices 16:59 < bridge> but 2-3MB/s upload is an improvement. also no lagspikes anymore in ddnet. 17:04 < bridge> not sure, a couple connection restarts (increasing stability to the max), disabling ip6 completely ( we weren't connected using it, but it still supported it), getting rid of unused devices 17:05 < bridge> why disable ipv6? 😦 17:05 < bridge> ^^ 17:05 < bridge> probably because it fixed some issue 17:05 < bridge> it tunneled ipv4 for me 17:06 < bridge> and ipv6 support isnt really existing for tw, except maybe now with 1 server xD 17:09 < bridge> Why 17:11 < bridge> https://images.app.goo.gl/ivvF7sKXUBQ6qFnL8 17:11 < bridge> https://cs.brown.edu/~adf/cerf/Cerf_ipv6_poster.jpg 17:12 < bridge> IPv6 is good and so 17:12 < bridge> but if everyone keeps using IPv4 17:12 < bridge> it will never take over 17:12 < bridge> IPv6 is good and so (no subnetting to create "enough" ip addresses) 17:12 < bridge> IPv6 is good and such (no subnetting to create "enough" ip addresses) 17:13 < bridge> I‘m not an admin. 17:17 < bridge> ofc u are 17:17 < bridge> u are admin of your PC 17:18 < bridge> I‘m not an admin, I can‘t say it in this specific case, but I think it‘s the trend of many things that they get deprecated. Until… well I actually are not in a possession of a personal computer right now haha believe it or not. Writing from my iphone 17:19 < bridge> Until someone big makes it mandatory and drops support for the old technology 17:19 < bridge> And others have to follow 17:19 < bridge> I‘m not an admin, I can‘t say it in this specific case, but I think it‘s the trend of many things that they get deprecated. Until… well I actually am not in a possession of a personal computer right now haha believe it or not. Writing from my iphone 17:22 < bridge> By admins I mean people that earn money with it. 17:56 < bridge> Too late they convinced me 18:17 < bridge> Fokkount 18:17 < bridge> :kek: 18:27 < bridge> fakof 18:28 < bridge> u 18:29 < bridge> u 18:29 < bridge> ahaha 18:30 < bridge> Did you rename yourself or did someone else do it? 18:32 < bridge> for many reasons, IPv6 headers are simpler and more efficient than IPv4 headers, leading to faster and more efficient routing of packets 18:33 < bridge> they also have built-in support for mobile devices and mobility, allowing for seamless connectivity as devices move from one network to another 18:34 < bridge> & it's more secure 18:38 < bridge> i wish everyone had ipv6 18:38 < bridge> ipv4 are expensive rn 18:39 < bridge> cuz not enough 18:39 < bridge> ipv6 are free 18:39 < bridge> and u get a /64 18:39 < bridge> xd 18:40 < bridge> yeah 18:41 < bridge> tell that to the isps that don't even know that fiber exists 18:41 < bridge> my isp, movistar has fiber 18:41 < bridge> but no ipv6 18:41 < bridge> yet 18:41 < bridge> xd 18:41 < bridge> they stupid 18:41 < bridge> it's free but organizations still need to pay for the hardware, software, and technical support necessary to deploy and use IPv6 xd 18:42 < bridge> hardware and software supports it since ages lol 18:42 < bridge> the only thing remaining is the actual users, clients of isps, to get a ipv6 address and be able to use ipv6 18:43 < bridge> true 19:28 < bridge> <судный день.> top isp in georgia doesnt have fiber optiom 19:50 < bridge> Do you need financial support? Are you tired living from paycheck to paycheck… wanna say goodbye to 9to5? Wanna make $2000 daily $5000 weekly before your next pay check arrives? 19:50 < bridge> 19:50 < bridge> THEN ASK HOW....📥 19:50 < bridge> https://t.me/+svoBgWzahsxjZWQ8 20:49 < bridge> ı need help 20:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071880139308269598/image.png 20:49 < bridge> I downloaded the game a long time ago, I am facing such an error 20:49 < bridge> Tried on a different steam account, same error. 20:58 < bridge> DM me 21:17 < bridge> @Vy0x2 21:49 < bridge> in antiping, there isn't adifference in that occasion. if there were, the entire reason for it to exist would just break apart. I would assume that you are just used to non-antiping makes it feel weird for you 21:49 < bridge> i wouldnt be so sure about it tbh 21:49 < bridge> 21:49 < bridge> if the ping calculation for antiping the one from scoreboard? 21:50 < bridge> else there is probs a good chance that the interpolation is only tick accurate not ms accurate 21:51 < bridge> then there is probs a good chance that the interpolation is only tick accurate not ms accurate 21:55 < bridge> @nuborn give us insights 22:26 < bridge> that's strange, yes, at least with dummy it should be the same (if both 8 and 48 ms are with antiping on) 22:29 < bridge> the prediction doesnt calculate any ping but instead has two clocks, one for gametime or and one for predicted time, that are synchronized with the server independently (the first one using timing offset of snapshots and the second using timing offsets of input messages) 22:30 < bridge> or, at least it doesnt use the concept of ping directly 22:31 < bridge> <<~{Barsik}~>> isn't there also a delay between main tee and dummy 22:32 < bridge> <<~{Barsik}~>> its approximately = ping 22:33 < bridge> there isn't supposed to be any, if both cl_predict_dummy and antiping are enabled 22:34 < bridge> <<~{Barsik}~>> wow 22:35 < bridge> but arent these timing package per tick? 22:35 < bridge> if they are part of the snapshots 22:35 < bridge> <<~{Barsik}~>> since when ddnet client have cl_predict_dummy? 22:35 < bridge> a 10ms difference during interpolation would already look different 22:36 < bridge> <<~{Barsik}~>> so it means i can finish justcopyfly on chinese servers? 22:36 < bridge> oh, that one was actually supposed to be enabled by default! 22:37 < bridge> <<~{Barsik}~>> i remember i tested it every year 22:37 < bridge> <<~{Barsik}~>> 2023 is first year i can finish justcopyfly on 80+ ping server 22:37 < bridge> <<~{Barsik}~>> thanks you so much if its your work xd 22:39 < bridge> <<~{Barsik}~>> thank* 22:39 < bridge> kind of, but for the input timings the server additionally tells you the milliseconds offset, and for both timings there is a "SmoothTime" function that is supposed to smooth out jitter gradually when adjusting the prediction/game time 22:40 < bridge> does the server know the exact time when an input happened? 22:40 < bridge> does it not delay it? 22:41 < bridge> glad you liked it, thats code from some time ago:) 22:41 < bridge> why dont we use this information to show the real ping in the scoreboard? 22:41 < bridge> <<~{Barsik}~>> the next stage is predicting main and dummy in team like its a local server for both 22:41 < bridge> <<~{Barsik}~>> cuz you don't need to check collision and events for other players 22:46 < bridge> the server responds with the difference between when the input when received and the start of the tick the input was meant for (so basically how early / late the input was vs what the client thought), so it shouldnt affect the client if it is delayed by the server (as long as the server calculates the offset immediately when it arrives) 22:46 < bridge> the server responds with the difference between when the input was received and the start of the tick the input was meant for (so basically how early / late the input was vs what the client thought), so it shouldnt affect the client if it is delayed by the server (as long as the server calculates the offset immediately when it arrives) 22:46 < bridge> alright 22:47 < bridge> oh, when I think about it its actually use for show_pred (the one that shows ping besides the fps) 22:47 < bridge> oh, when I think about it its actually use for show_pred (the one that shows ping next to the fps) 22:48 < bridge> but that also doesnt show the real ping 22:49 < bridge> around 4ms off for me 22:50 < bridge> doesnt it? oh, it adds the prediction margin as well probably 22:50 < bridge> i set it to zero 22:50 < bridge> lol 22:52 < bridge> ok, I guess 4 ms means its not completely accurate, because of how some things are calculated perhaps 22:52 < bridge> question is, what if it differs between two servers ^^ 22:53 < bridge> is it a constant error on each server? 22:54 < bridge> guess its something with those timing calculations that are off or not completely taken into account then:P 22:54 < bridge> tried on 45.141.57.22:8306 22:55 < bridge> ger10 22:55 < bridge> 22:55 < bridge> ping command shows 18ms 22:55 < bridge> 22:55 < bridge> ingame prediction shows 30 22:55 < bridge> so in this case its quite far off 22:55 < bridge> even on LAN it shows 2 22:55 < bridge> my ping timing is 0.02ms 22:56 < bridge> but i dunno, i really dunno how exactly the calculations work, but 10ms would be feelable 22:58 < bridge> yes. I remember there was something added to make ping calculations more accurate one time, not sure if ddnet has that now? also things like vsync or network jitter can show up as more ping (its kind of possible to see it if you zoom really in on the network graphs) 23:00 < bridge> but 10 ms is a lot yes 23:02 < bridge> is there actual time synchronization between server and client? 23:02 < bridge> 23:02 < bridge> e.g. if server sends a snap, will the client reset the internal prediction time to that exact tick (if we assume no lags) 23:04 < bridge> what i basically mean is 23:04 < bridge> 23:04 < bridge> lets say clietn and server has 0ms ping 23:04 < bridge> 23:04 < bridge> server does ticks at 0ms 20ms etc 23:04 < bridge> 23:04 < bridge> client does at 10ms 30ms etc. 23:04 < bridge> 23:04 < bridge> would they somehow get synced again? 23:05 < bridge> yes, but it's "smooth". so instead of resetting its clock offset immediately the client instead sets the new time offset as a target and interpolates between the old and new offset over time 23:05 < bridge> mh i see 23:05 < bridge> so yes, they will 23:06 < bridge> yeah i assumed so, but that indeed makes it strange 23:06 < bridge> since 10ms is indeed quite a lot 23:06 < bridge> but even 2ms on LAN confuses me actually 23:06 < bridge> i'd have thought its 0 or 1 from rounding 23:08 < bridge> that code is not perfect though (especially for jitter) and could probably be improved for many cases. it's supposed to work well when you have stable ping though, but even with stable ping things like vsync or something happening a few ms off might cause some jitter 23:08 < bridge> i have almost no jitter 😄 23:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1071915489078542406/image.png 23:09 < bridge> oh, yes:D, I mean like the ddnet code having jitter (but I suppose thats not too likely if your computer is also fast) 23:09 < bridge> <<~{Barsik}~>> is there any problem with "edgy" sync? 23:09 < bridge> ping -i 0.1 23:09 < bridge> ah yeah 😄 23:10 < bridge> but yeah the thing smoothes out after a while 23:10 < bridge> can i make it less smooth? 😄 23:11 < bridge> when i tab out and in, its dead for atleast 20 seconds 23:11 < bridge> wait does the prediction margin reset every time i close the client? 23:12 < bridge> it would make things suddenly jump a little bit forward/backward in time. so the smooth part instead makes time a bit faster or slow motion for a little bit to hide the fact that the corrections happened 23:12 < bridge> also the minimum is 1 23:12 < bridge> and it resets to 10 every time 23:12 < bridge> well that might explain all mistery 23:12 < bridge> oh, yes, I forgot about that 23:12 < bridge> <<~{Barsik}~>> so you mean server and client can't sync one time and then work properly 23:14 < bridge> not really, since latency can change over time or be slightly different from packet to packet 23:14 < bridge> <<~{Barsik}~>> xxi century made internet a global (stable) local net xd 23:14 < bridge> <<~{Barsik}~>> okey, got it 23:14 < bridge> does that mean i get 9ms better reflexes in fng if i make it 1? 23:15 < bridge> anyway the config misses `CFGFLAG_SAVE` 23:15 < bridge> 23:15 < bridge> is that intended? 23:15 < bridge> or a bug 23:16 < bridge> yes. my internet connection is horrible, so I use it to add 100-200 ping to smooth out jitter 23:16 < bridge> @ChillerDragon I commented on https://github.com/teeworlds/teeworlds/pull/3194. Can you also port this PR to ddnet after making the change? 23:18 < bridge> it should probably be CFGFLAG_SAVE, originally I didnt add it just in case someone just used if for debugging (for example with a higher value) and then accidentally forgot to reset it 23:20 < bridge> also only some servers support it, so it will only work on fng servers that are based on newer ddnet-versions (not sure if there is any good way to check if a server has it besides setting a very high value and seeing if that adds latency) 23:32 < bridge> I see thanks for the details 23:35 < bridge> i have kinda a problem with like the ping it usualy sticks right around the server ping, my wifi is okay i just dont know whats going on 23:39 < bridge> np, I also thought about perhaps looking more into some of these things at some point