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Area portals take too long to trigger. #673

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garciabruno opened this issue May 14, 2016 · 10 comments
Closed

Area portals take too long to trigger. #673

garciabruno opened this issue May 14, 2016 · 10 comments
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@garciabruno
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I've noticed that when going from one area to another, in which clearly an area portal has been placed, the models on the disabled area take ~0.5s - ~2s to appear on my client, thus resulting in bad game play.

This is even more noticed when my ping is above 90ms, although I can't be too sure if networking has anything to do with map triggers.

As an example on the map de_cache, when going from T spawn to middle you have to go through a metal door opening, in this particular place models of CT players pop into my view after I've gone through the area portal.

I've noticed this behaviour on maps like de_inferno when going up the stairs on apartments, and on de_dust2 when going from tunnels to B site.

This does not seem to occur on Windows.

@davidw-valve davidw-valve self-assigned this May 18, 2016
@Tele42
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Tele42 commented Jun 26, 2016

System information located at #674 (comment) (Linux with 4 core processor and nvidia 970, 352.79).

@Tele42 Tele42 added the Linux label Jun 26, 2016
@garciabruno
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@Tele42 @davidw-valve Problem doesn't seem to be isolated to area portals, rather to the player rendering (engine) itself.

I assume there's a cheating prevention measure in which if the player is not "seeing" the other player within a certain area then it won't draw it. I've noticed this occur heavily under network stress, causing players to pop into my screen way after being entered their sight of view.
Knowing a bit of the Source Engine I assumed it was related to area portals due to their similar functionality.

Thought I'd leave that clear.

@netguino
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Can confirm this happens to me as well.

I have absolutely been unable to reproduce this locally with bots, and only experienced it on online gameplay.

Another area I've experienced it is midbox in de_dust2

@netguino
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Just happened to me again in short B stairs (de_dust2) and I could notice how the model loaded in two parts, i.e. saw half the model first.

@netguino
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And again, upper tunnels behind the column,

@netguino
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netguino commented Jul 19, 2016

Not exactly the same, but I managed to record one model disappearing in mirage:

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@netguino
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It definitely has something to do with the "release" of being visible or not.

I managed to reproduce and have it on video as well.

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@Tele42
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Tele42 commented Aug 23, 2016

@garciabruno, per @markitoxs's #1149 (comment), are you still experiencing this issue since the 2016-08-18 client update or by setting setting.mem_level to 2 in video.txt (from #878)?

@garciabruno
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@Tele42 Hasn't occurred to me since I've moved to Windows, waiting for @markitoxs 's answer.

There's an easy way to test this by introducing client lag and taking cover behind something and then trying to spot an enemy by leaving cover; player should pop right into your view at a noticeable response time

@Tele42
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Tele42 commented Aug 24, 2016

Okay, I'm going to go ahead and close this for now, if there is someone is actively encountering this issue, we can re-open this issue report.

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