FriiginChomper
Member
+41|7149
my god my grammar sucks.
i cant belive my last Post said "Can i really make your name that long"

what i meant to say was.
Can you really make your name that long? or will it stop you at like 20 characters?
Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)

Vilham wrote:

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.
But only once. The rest of the time it probably just, as DonFck says, sends the ID.

What's SCI? Is it anything like Software Engineering (which is the degree I completed over 10years ago).

If it is and you still think that Riddick is correct, then you seriously need to do some more studying.

Last edited by Scorpion0x17 (2006-11-04 17:35:23)

Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)

slicknic wrote:

more likely just causes Your computer to lag.
No, it won't even do that - comparing the time it takes to render even ridiculously long names to the time it takes to render the whole of everything else going on, not to mention the time the code spend doing a whole heap of other stuff is like comparing the human lifespan to the lifespan of the universe. (well, ok, that's a slight over-exageration, but the point is, make your name as long as you want, it makes so close to zero difference that it may as well be zero difference).
Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)
Somebody please close this thread now.
GotMex?
$623,493,674,868,715.98 in Debt
+193|7210

I suggest we should also limit our shooting, sending radio commands, and talking over VoIP since they will all use up bandwidth. Only shoot when you are 100% you are going to get that kill.

Last edited by GotMex? (2006-11-04 17:48:46)

Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)
Best not to move as well - if you don't move it doesn't have to send position updates.
Soldier-Of-Wasteland
Mephistopheles
+40|7103|Land of the Very Cold
It's just like a web page with 100 pictures at 10k each, and a similar page that has the pictures at 500k.... which one is gonna take longer to load ?
Scorpion0x17
can detect anyone's visible post count...
+691|7213|Cambridge (UK)

Soldier-Of-Wasteland wrote:

It's just like a web page with 100 pictures at 10k each, and a similar page that has the pictures at 500k.... which one is gonna take longer to load ?
No, it's not like that what-so-ever in any way, shape or form. ANY PC that is capable of running BF2 isn't going to even bat a single eyelash over the player names even if they were all sent in their entirety, which they almost certainly are not. This theory is just wrong. Plain wrong. Vanilla wrong.

PLEASE! MODS! CLOSE THIS THREAD BEFORE MY HEAD IMPLODES!
w00stafa
Krylov Whore
+35|7006|AK101 Factory
Interesting theory

However I don't think 16 bytes will really own anyones connex/comp.
Even on the x64 arguement 16 x 64 = 1kb.  If a server lags because of 1kb of extra data; then you have to wonder where they stole thier 486's from.  Blame 1.3 onwards.
Executiator
Member
+69|6868
Ok here's the truth!!!


1. People with really long names suck.
2. If people with really long names suck, then their computer sucks.
3. If their computer sucks, it will make you lag.
4. If you lag, then you find some bullshit reason to blame it on someone else.
5. If you make up bullshit reasons, then you post about it.
6. If you post about it all the smartasses like me will come out and bomb you to death with turds from the premature baby ward.


My argument is valid and sound.

Beat that bitch
Marinejuana
local
+415|7033|Seattle
If your name with tag has too many characters, the end of it will appear cut-off in game.  So pretty much all of your in-game examples aren't even possible.

I highly doubt that the name is actually transmitted each time somebody does something. Its more likely the user Id # or something even simpler that the server assigns to each person as they enter the server is sent between computers. That would be as redundant as having the sound files constantly sent between computers rather than simply referenced within each individual PC.

Does anybody know a page that talks about how much actually has to be transmitted from a PC as a person is playing FPS? With relateively few separate states like jump, prone, shooting, drawn item, etc, and then 3 axis for positioning in the map, it seems like probably only 15-30 or so different pieces of info would even need to be sent (many of which are mutually exclusive limiting the total amount of info possibly sent). They probably have to be refreshed at least 20 times per second though. And one's computer has to keep up with the possibly 63 sets of this information in order for the game to happen in sync. I'm just curious what the kbps output of a computer playing FPS is to others on a server. That would pretty much resolve this. bet it is a surprsingly small amount of data, but the length of the name is probably still pretty insignificant since it isn't logically necessary to send it more than once per connection.
slicknic
Member
+145|7073

Marinejuana wrote:

If your name with tag has too many characters, the end of it will appear cut-off in game.  So pretty much all of your in-game examples aren't even possible.

I highly doubt that the name is actually transmitted each time somebody does something. Its more likely the user Id # or something even simpler that the server assigns to each person as they enter the server is sent between computers. That would be as redundant as having the sound files constantly sent between computers rather than simply referenced within each individual PC.

Does anybody know a page that talks about how much actually has to be transmitted from a PC as a person is playing FPS? With relateively few separate states like jump, prone, shooting, drawn item, etc, and then 3 axis for positioning in the map, it seems like probably only 15-30 or so different pieces of info would even need to be sent (many of which are mutually exclusive limiting the total amount of info possibly sent). They probably have to be refreshed at least 20 times per second though. And one's computer has to keep up with the possibly 63 sets of this information in order for the game to happen in sync. I'm just curious what the kbps output of a computer playing FPS is to others on a server. That would pretty much resolve this. bet it is a surprsingly small amount of data, but the length of the name is probably still pretty insignificant since it isn't logically necessary to send it more than once per connection.
well in cs u can see bandwidth... if i remember it was  /netgraph 3  or sometin like that?  anyway i remember numbers less than 5 kbps...   been a loong time since ive looked tho
(T)eflon(S)hadow
R.I.P. Neda
+456|7277|Grapevine, TX
Frivolous thread. Seriously noting personal, just not a lot of text data is going to lag a server. Even when someone drops a bomb and kills 5 enemies, it never lags my computer at that moment, and I’m running P4 Northwood 2.4 GHz with 1 GB memory high latency & 7800GS OC. Even with my super l337 ATI 9550, that would never lag me for a second.
Riddick51PB
Member
+21|6956|Lincoln.ne.us

Scorpion0x17 wrote:

Somebody please close this thread now.
you laid out 3 posts in a row (#27, #28, #29).  try "Edit" on for size and spare bf2s the bandwith of hammering 2 additional posts in a row.  you appear to have some sort of obsessive disorder.  worst of all, your post which i quoted appears as you need to visit the restroom to go pee.


GotMex? wrote:

I suggest we should also limit our shooting, sending radio commands, and talking over VoIP since they will all use up bandwidth. Only shoot when you are 100% you are going to get that kill.
actually, if you just spam your gun by holding down MOUSE0, you will cause lag.  i laff at the guys with cheap pc's and their MOUSE0 gets stuck.

i noticed bf2 limits you to 22 positions, compared to about 32 position in cs.  so it's not such a big deal, but every little bit counts.

the point is not that there is a lot of lag, but any amount of lag is not a good thing.  no matter how small that bit of lag may be.
Hurricane
Banned
+1,153|7078|Washington, DC

We should all make very long usernames and stalk Riddick.
BigmacK
Back from the Dead.
+628|7198|Chicago.
Nah, that would be far too cruel.
Spark
liquid fluoride thorium reactor
+874|7122|Canberra, AUS

Riddick51PB wrote:

Scorpion0x17 wrote:

Somebody please close this thread now.
you laid out 3 posts in a row (#27, #28, #29).  try "Edit" on for size and spare bf2s the bandwith of hammering 2 additional posts in a row.  you appear to have some sort of obsessive disorder.  worst of all, your post which i quoted appears as you need to visit the restroom to go pee.


GotMex? wrote:

I suggest we should also limit our shooting, sending radio commands, and talking over VoIP since they will all use up bandwidth. Only shoot when you are 100% you are going to get that kill.
actually, if you just spam your gun by holding down MOUSE0, you will cause lag.  i laff at the guys with cheap pc's and their MOUSE0 gets stuck.

i noticed bf2 limits you to 22 positions, compared to about 32 position in cs.  so it's not such a big deal, but every little bit counts.

the point is not that there is a lot of lag, but any amount of lag is not a good thing.  no matter how small that bit of lag may be.
I don't think anyone will notice 4 microseconds of lag.
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
ECH
Member
+50|7091|Some where near you

Riddick51PB wrote:

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.
Can you explain how to change it?  It's good advice if I can use it..
ECH
Member
+50|7091|Some where near you

Spark wrote:

Riddick51PB wrote:

Scorpion0x17 wrote:

Somebody please close this thread now.
you laid out 3 posts in a row (#27, #28, #29).  try "Edit" on for size and spare bf2s the bandwith of hammering 2 additional posts in a row.  you appear to have some sort of obsessive disorder.  worst of all, your post which i quoted appears as you need to visit the restroom to go pee.


GotMex? wrote:

I suggest we should also limit our shooting, sending radio commands, and talking over VoIP since they will all use up bandwidth. Only shoot when you are 100% you are going to get that kill.
actually, if you just spam your gun by holding down MOUSE0, you will cause lag.  i laff at the guys with cheap pc's and their MOUSE0 gets stuck.

i noticed bf2 limits you to 22 positions, compared to about 32 position in cs.  so it's not such a big deal, but every little bit counts.

the point is not that there is a lot of lag, but any amount of lag is not a good thing.  no matter how small that bit of lag may be.
I don't think anyone will notice 4 microseconds of lag.
That 4ms-8ms causes more stutter then lag per say and it's annoying.
Ubersturmbannfuhrer
I am a fucking homosexual
+211|7054|Parainen, Finland
DonFck FTW!!!!!!

Riddick´s theory could be right in a way, I know what he is thinking of  but it would never affect the game play.

Our clan would by his theory crash every server we enter.

You have been kicked by punkbuster:
Too long name, make it shorter
ADMIN DECISION!!!!

I don´t think EA & BAJS (Dice) would have given us the opportunity to make names that lags the game..
If it would have, then there would have been a patch to fix this or BF2142 would have had less space in the name section.......
parth
Member
+10|6875
This entire thread is completely pointless. I've monitored the upload and download rates in BF2, and they both hover around 10,000-15,000 Bytes. A long name (20 or so characters) will add about 10 Bytes, or .06 % to the bandwidth needed, if you killed one person a second.

Also keep in mind the temporary lag we all know and hate is caused because your computer temporarily is trying to send more than the connection allows. 10 more bytes is not going to affect that at all (The very worst broadband is about 256,000 Bytes/second either way).

So basically don't even waste your time registering the name. Seriously.
Mad Ad
Member
+178|6958|England, UK

Riddick51PB wrote:

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.
2 errors in your thinking

1) Relative impact
if and only if everyone does it, AND there is no tokenising of names in cache, you estimate 1KB every kill, which if true, really doesnt amount to much.  Consider 300 tickets in 15 minutes on 2 sides (a fast 64 player round).  That would be only 1 kill every 1.5 seconds, so thats 0.6KB/s overhead on the current bandwidth requirement per gamer. Now im not sure the true figure but assuming a low 6.25KB/s per player (taken from EAs 5Mbit recommendation/64) then IF it all adds up to another 0.6KB/s (which I doubt) then its hardly going to rock the boat.


2) financial going concern
Servers will have all the power and hardware provided to run lag free...if it takes another 100mhz for each dedicated server instal when the whole bf2 world adds 10 chrs to their name one day, then it shall be done...quite quickly too as BF2 ranked server partnership make pots of money providing lag free servers.



So what concern do we have really? A little increased bandwidth? Welcome to the 21st century, if thats a problem for you, you might as well walk around with a board saying the world is nigh

Last edited by Mad Ad (2006-11-05 00:44:53)

[pt] KEIOS
srs bsns
+231|7100|pimelteror.de
as far as i know, every player gets a number between 1-64 on the server. so it doesn´t matter how long the name is.

and having all the movements in mind, every bunnyhop-dolphindive around the corner prone headshot uses more data.
Vilham
Say wat!?
+580|7214|UK

Scorpion0x17 wrote:

Vilham wrote:

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.
But only once. The rest of the time it probably just, as DonFck says, sends the ID.

What's SCI? Is it anything like Software Engineering (which is the degree I completed over 10years ago).

If it is and you still think that Riddick is correct, then you seriously need to do some more studying.
SCI is Skills for Communicating Information one module of my degree.

They are both correct, sending more characters will lag any connection, however minimal that may be.
Most likely ID's are assigned to those names when a player joins the server.

At no point did i state anything else.
VeNg3nCe^
¦Tactics Øver Principles¦
+314|7153|Antarctica
Long names do NOT cause lag.

Board footer

Privacy Policy - © 2025 Jeff Minard