Riddick51PB
Member
+21|6956|Lincoln.ne.us
hey ya'll, just a friendly reminder that a long player name causes lag for everyone.

so, a player name like: THE_ULTIMATE_ANGEL_OF_DEATH_PWND

causes the game to have to transmit that across from the server to all 64 players on the server which results in lag.

example:
THE_ULTIMATE_ANGEL_OF_DEATH_PWND [Teamkills] Mr.Joshua
THE_ULTIMATE_ANGEL_OF_DEATH_PWND [Teamkills] Riddick51PB
THE_ULTIMATE_ANGEL_OF_DEATH_PWND [Teamkills] -=Volx=-Ace
THE_ULTIMATE_ANGEL_OF_DEATH_PWND [Teamkills] [B1]Rambo


translation: that requires sending and receiving lots of characters due to a long name.

it can get worse:
THE_ULTIMATE_ANGEL_OF_DEATH_PWND [Teamkills] THE_PLAYER_WITH_A_VERY_LONG_NAME

anyway, use a short name to reduce lag.  my suggestion: 18 positions or fewer.

thank you for your support.
FesterTheMolester
BF2s US Server Admin, IRC>Forums
+157|7087|The Mind Of A Cereal Killer
interesting theory
jord
Member
+2,382|7126|The North, beyond the wall.
I see.

So if i was to put Jord_makes_you_lag_haha_haha_haha_ha then i would lag a server?

Interesting.
BigmacK
Back from the Dead.
+628|7198|Chicago.
I don't believe you.
FesterTheMolester
BF2s US Server Admin, IRC>Forums
+157|7087|The Mind Of A Cereal Killer
the truthiness of this post needs to be uncovered.... To The Library
Ender2309
has joined the GOP
+470|7018|USA

BigmacK wrote:

I don't believe you.
VicktorVauhn
Member
+319|6839|Southern California
With all the lines of code nessisary to keep up with the positions of moving players, shots fired, and where they hit is an extra 10 charicters really gonna take that long to proccess?
Riddick51PB
Member
+21|6956|Lincoln.ne.us

BigmacK wrote:

I don't believe you.
that doesn't offend me.  what is important is that it is true, regardless of who presents it.

even if the server compresses your 32-Byte player name down to 16 Bytes, it still has to compress it which is causing add'l lag on the server, because it must compress it.

if it doesn't compress it, then it has to transfer the entire 32 byte player name across the internet to all 64 players in the server.  if both of you have 32 byte player names, then it has to xmit 64 bytes to cover both of you.

VicktorVauhn wrote:

With all the lines of code nessisary to keep up with the positions of moving players, shots fired, and where they hit is an extra 10 charicters really gonna take that long to proccess?
if all 64 players do that, then it is 640 bytes, or almost 1 kilobyte of data for each kill.  that's a lot of data.

it's not rocket science.

Last edited by Riddick51PB (2006-11-04 16:29:44)

FriiginChomper
Member
+41|7149
can i really make your name that long?
im going to do that
FesterTheMolester
BF2s US Server Admin, IRC>Forums
+157|7087|The Mind Of A Cereal Killer
ok, that is justified, but does the minute amount more of work that is causes really show? That i can't believe.
Riddick51PB
Member
+21|6956|Lincoln.ne.us

FesterTheMolester wrote:

ok, that is justified, but does the minute amount more of work that is causes really show? That i can't believe.
it just depends on whether you want the server processing your shotmaking or processing long player names.

up to you.

FriiginChomper wrote:

can i really make your name that long?
im going to do that
you, sir, are trying to annoy me.

Last edited by Riddick51PB (2006-11-04 16:32:51)

BigmacK
Back from the Dead.
+628|7198|Chicago.
What it really depends on is your own system and connection.

Thats the bottom line.
FesterTheMolester
BF2s US Server Admin, IRC>Forums
+157|7087|The Mind Of A Cereal Killer
agreed
SAS-Lt.Phoenix
Banned
+8|6850|Brooklyn, New York
Lol your theory is bull shit, no offence.
DonFck
Hibernator
+3,227|7079|Finland

Riddick51PB wrote:

BigmacK wrote:

I don't believe you.
that doesn't offend me.  what is important is that it is true, regardless of who presents it.

even if the server compresses your 32-Byte player name down to 16 Bytes, it still has to compress it which is causing add'l lag on the server, because it must compress it.

if it doesn't compress it, then it has to transfer the entire 32 byte player name across the internet to all 64 players in the server.  if both of you have 32 byte player names, then it has to xmit 64 bytes to cover both of you.

it's not rocket science.
Check this for rocket science then, aka my theory:

1. A player logs on.
2. The players nick is registered by the server, also the unique "key" that every player has, is registered
3. All player nicks are shown to all players when they want to see them (Press Tab)
4. At a kill/death event the server sends playerdata in the form of the aforementioned "key".
5. The length of a single key is the same for each and every player.
6. The movement of one player causes more data transfer than the transfer of a termpaper in .txt format.
7. Long player names do not cause exess lag
8. Your nick could be "OhMyFuckingGodMyNickIsAsLongAsIdWishMyDickToBe" or "Poo", doesn't really matter.
9. You know my theory is more plausible than yours
10. End

Last edited by DonFck (2006-11-04 16:38:59)

I need around tree fiddy.
Sentinel
Cheeseburger Connoisseur
+145|7105|Australia

Ender2309 wrote:

BigmacK wrote:

I don't believe you.
tupla_s
.
+455|7040|Finland

DonFck wrote:

Riddick51PB wrote:

BigmacK wrote:

I don't believe you.
that doesn't offend me.  what is important is that it is true, regardless of who presents it.

even if the server compresses your 32-Byte player name down to 16 Bytes, it still has to compress it which is causing add'l lag on the server, because it must compress it.

if it doesn't compress it, then it has to transfer the entire 32 byte player name across the internet to all 64 players in the server.  if both of you have 32 byte player names, then it has to xmit 64 bytes to cover both of you.

it's not rocket science.
Check this for rocket science then, aka my theory:

1. A player logs on.
2. The players nick is registered by the server, also the unique "key" that every player has, is registered
3. All player nicks are shown to all players when they want to see them (Press Tab)
4. At a kill/death event the server sends playerdata in the form of the aforementioned "key".
5. The length of a single key is the same for each and every player.
6. The movement of one player causes more data transfer than the transfer of a termpaper in .txt format.
7. Long player names do not cause exess lag
8. Your nick could be "OhMyFuckingGodMyNickIsAsLongAsIdWishMyDickToBe" or "Poo", doesn't really matter.
9. You know my theory is more plausible than yours
10. End
^^Exactly

Last edited by tupla_s (2006-11-04 16:43:52)

Riddick51PB
Member
+21|6956|Lincoln.ne.us
DnFck: by your rationale, if we exaggerate things and say the player name is 32 Gigabytes, it would not cause lag.  of course, we know that a 32 Gigabyte name is going to cause lots of lag which renders your rationale unsound.

players are joining and leaving the server all the time.  the server has to xmit that out to all 64 players.

SAS-Lt.Phoenix: bullsh!t is one word.  if you're wrong on that, then why should we believe you?

if you hate me, that is fine.  but you should understand that hating me has no merit in this debate.  you'll need to bring a strong game to prove your point worthy.
DonFck
Hibernator
+3,227|7079|Finland

Riddick51PB wrote:

DnFck: by your rationale, if we exaggerate things and say the player name is 32 Gigabytes, it would not cause lag.  of course, we know that a 32 Gigabyte name is going to cause lots of lag which renders your rationale unsound.
Please read again my theory. Pay attention to points. 2, 3, 4 and 5.
Also keep in mind that a players nick would never be 32 Gigabytes, but more in the 16 byte-area.

The firing of a single shot causes more data transfer.

Last edited by DonFck (2006-11-04 16:50:56)

I need around tree fiddy.
Ryan
Member
+1,230|7291|Alberta, Canada

Aren't the names just part of the graphics? They don't have to transfer through to anything.

That would just be like seeing a billboard with a long phrase on it (in the game of course)
Vilham
Say wat!?
+580|7214|UK
Guys this is infact true, the transmitions of the characters will lag the server, however with a server these days and normal internet connections this should be minimal.

A name of larger than 32 byte will mean a double transmition for a 64 byte name etc...

Im studying this at the moment in SCI for my degree. He tells the truth, all though DonFck may be right that it assigns an Id, however when a player joins the server his name still needs to be transfered to every other player.

Infact it does... im being stupid, you can even see the ID on bf2cc.

Last edited by Vilham (2006-11-04 16:52:18)

slicknic
Member
+145|7073
somehow i doubt that really causes the server to lag bcuz of name length... more likely just causes Your computer to lag.  id assume they used #'s to denote a persons name...
PspRpg-7
-
+961|7145

DonFck wrote:

Riddick51PB wrote:

BigmacK wrote:

I don't believe you.
that doesn't offend me.  what is important is that it is true, regardless of who presents it.

even if the server compresses your 32-Byte player name down to 16 Bytes, it still has to compress it which is causing add'l lag on the server, because it must compress it.

if it doesn't compress it, then it has to transfer the entire 32 byte player name across the internet to all 64 players in the server.  if both of you have 32 byte player names, then it has to xmit 64 bytes to cover both of you.

it's not rocket science.
Check this for rocket science then, aka my theory:

1. A player logs on.
2. The players nick is registered by the server, also the unique "key" that every player has, is registered
3. All player nicks are shown to all players when they want to see them (Press Tab)
4. At a kill/death event the server sends playerdata in the form of the aforementioned "key".
5. The length of a single key is the same for each and every player.
6. The movement of one player causes more data transfer than the transfer of a termpaper in .txt format.
7. Long player names do not cause exess lag
8. Your nick could be "OhMyFuckingGodMyNickIsAsLongAsIdWishMyDickToBe" or "Poo", doesn't really matter.
9. You know my theory is more plausible than yours
10. End
C:\Program Files\insulting laughter\run.exe
DonFck
Hibernator
+3,227|7079|Finland

slicknic wrote:

somehow i doubt that really causes the server to lag bcuz of name length... more likely just causes Your computer to lag.  id assume they used #'s to denote a persons name...
P.P.P.P.S

BF2 cuts the playernames at approx. 22 characters or something. So again we must come to the conclusion that lag is caused by many things, but not playernames.
I need around tree fiddy.
Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)
DonFck is most probably right. No sane programmer is going to write the network in the way that Riddick suggests.

Oh, but then we are talking about EA/Dice... Nah... Even they are not that crap...

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