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Doom3 Connection Tweaks
This information is from the UpsetChaps
Doom3 Guide which includes other tweaks
such as Visual and FPS.
Doom3 multiplayer is broadband
(Dual ISDN, ADSL or Cable) or LAN. There are less settings available than
in Quake 3 to fine tune your connection if you are having problems with the default
settings as set via the network menu. You must experiment to see which is best suited to your connection.
To set the
variables use the syntax seta variablename value at the console or include in an
autoexec.cfg file. See the FAQ
How do I access the console? for details on how to enable the console. |
|
| net_clientLagOMeter |
Set this to 1 to monitor your connection, a small graph
will appear in the lower left hand side of your HUD. The first line is related to your graphics card updating displayed frames in time with received gameworld updates from the server. It will be green if frames are being rendered in time with the world updates. If it has a lot of yellow then gameworld updates are not being displayed and are being dropped. In this case you may wish to tweak your visual settings to raise your average framerate. Another option is to adjust net_clientPrediction by very small values until the line is mostly green. Note that if you are using a value below 1 for net_clientPrediction the first line of the graph may be mostly yellow. See net_clientPrediction section for more information. |
| com_showAsyncStats | Set this to 1 to monitor your connection, this provides an
alternative to net_clientLagOMeter. Out rate shows your upstream bandwidth usage in bytes per second. If this exceeds the upstream bandwidth for your connection try reducing net_clientUsercmdBackup. In rate shows your downstream bandwidth usage in bytes per second. Do not set this higher than your connection allows. Related to the cvar net_clientMaxRate. Packet loss shows the percentage of packets that have been lost due to a problem with your connection. If you have a very high packet loss change ISP or adjust the cvars net_clientUsercmdBackup and net_clientSmoothing Client Prediction shows the current amount of client side prediction. Use this to help you adjust the cvar net_clientPrediction. |
| net_clientUsercmdBackup | Determines how may duplicate movement/action commands are sent, range is 1 to 5
and is 5 as default. If a packet gets lost then a 'backup' command may still be received. You
can reduce upstream bandwidth usage by lowering this at the expense of
possibly losing a movement/action packet. NOTE: Doom3 can easily saturate an upstream connection of 64 Kbps or less. Reduce net_clientUsercmdBackup wherever possible. |
| net_clientPrediction | Adjusts client side
prediction so that your client predicts gameworld updates such as player movement.
Defaults to
10 milliseconds and it is best to leave this setting alone if you are not
experiencing problems. Increasing this value adds additional client side prediction which may help if you have problems with gameworld updates from the server not being rendered in time. If this is the case try increasing net_clientPrediction to a small positive value of 5,10,15,20, 25 or 30, never higher. See net_clientLagOMeter for an explanation of how to determine if gameworld updates are not being rendered in time. If you have a stable connection, feel that Doom3 is over compensating
and/or your projectile (rockets, bullets etc.) are not hitting despite you
feeling they are on target you may wish to decrease net_clientPrediction
to 1. |
| net_clientPredictGUI | To be confirmed Perhaps toggles whether the client initially decides if an object has been interacted with / picked up. With this set to 1 sometimes you may think you have interacted with / picked up an object when you have not. Value is currently a protected cvar once in a multiplayer game. |
| net_clientMaxRate | Similar to the rate settings in Quake2/3 in that it controls packets so
that your downstream connection bandwidth does not get saturated. Set
as bytes per second. Defaults to 10000 for ISDN, 16000 for ADSL/Cable and
25600 for LAN. If you always get a 999 ping despite having reduced net_clientMaxRate it is most likely that your upstream connection is saturated. See note in the net_clientUsercmdBackup section for more information. Servers limit maximum rate so there really is no point in setting it higher than the server you are playing on allows. |
| net_clientSmoothing | Helps smooth out movement when other players have packet loss, very low rate or other network problems. Normally you would see them stutter or warp on your screen in multiplayer. Defaults to 0.8, value is currently a protected cvar once in a multiplayer game. |
Suggested settings for different connections follows. However you should only use these settings to fine tune your connection if you are having problems with the default settings as set via the network menu. If you are using voice communication programs such as RogerWilco, Battlecom, Teamsound, Teamspeak etc. then please adjust net_clientMaxRate and other settings accordingly. Allow 1024 bytes for downstream and 512 bytes for upstream usage by the voice communication program. |
|
| LAN | seta net_clientUsercmdBackup
"2" |
| ADSL / Cable / Wireless |
seta net_clientUsercmdBackup "(See Table Below)" |
| ISDN Bonded |
seta net_clientUsercmdBackup "(See Table Below)" |
| ISDN Single NOTE ISDN single is not recommended for anything more than 1 on 1 |
seta net_clientUsercmdBackup "0" |
Read the complete UpsetChaps
Doom3 Guide for other Doom3 tweaks
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