If you have low framerate, you're just rendering slowly, but the game is running at normal speed
When you lag, the game is falling behind, the game is running slower than normal, which is why when you play online and someone lags, you have to wait for them. If someone has low framerate, you don't have to wait for them, they just need a job.
Quote from The_White2086 »
People who think low FPS = lag. Stop posting until you learn what lag is.
I get horrible lag on the server I play on sometimes. My game still runs at full FPS but I will have to punch a sheep for 10 seconds before the server will register that the sheep has been punched. I still see myself punching in glorious 30+fps
Once again, you guys are thinking server lag, not client lag.
Well then, I will spell it out for you
Quote from Wikipedia »
Lag is a common word meaning to fail to keep up or to fall behind. In real-time applications, the term is used when the application fails to respond in a timely fashion to inputs
Quote from Wikipedia »
All video games incur some lag, since once an input from the player is received, the game must compute the next frame of video and that video frame must be scanned out to a display device.
Quote from Wikipedia »
The term lag is often also used as a synonym for communication latency
There you go =)
If the game is not falling behind, you are not lagging. If you have low FPS, the game is not falling behind, you are not lagging. You lose.
Quote from Wikipedia »
All video games incur some lag, since once an input from the player is received, the game must compute the next frame of video and that video frame must be scanned out to a display device.
There's what's causing your fps problems.
And really? I "lose"? Is this really about winning or losing?
If the game is not falling behind, you are not lagging. If you have low FPS, the game is not falling behind, you are not lagging. You lose.
But low FPS means that the game IS falling behind. It means that one or more computer components is incapable of executing all the reqested program processes at an acceptable rate, and is lagging behind what is normally considered acceptable. This is lag. YOU lose.
Gee, ITT people who think there's no such thing as client-side hardware latency. goddam.
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
But low FPS means that the game IS falling behind. It means that the computer is incapable of executing the required processes at an acceptable rate, and is lagging behind what is normally considered acceptable, otherwise known as lagging. YOU lose.
Gee, ITT people who think there's no such thing as client-side hardware latency. goddam.
No. You have no idea how computers work. Unless your game is rigorously calculating physics and your processor is maxed out, your game is not falling behind, it's skipping. It's incapable of drawing frames at a speed, so it skips. Client-side hardware latency happens all the time of course, but only causes problems when you are
rigorously calculating physics and your processor is maxed out
But low FPS means that the game IS falling behind. It means that the computer is incapable of executing the required processes at an acceptable rate, and is lagging behind what is normally considered acceptable, otherwise known as lagging. YOU lose.
Gee, ITT people who think there's no such thing as client-side hardware latency. goddam.
No. You have no idea how computers work. Unless your game is rigorously calculating physics and your processor is maxed out, your game is not falling behind, it's skipping. It's incapable of drawing frames at a speed, so it skips. Client-side hardware latency happens all the time of course, but only causes problems when you are
rigorously calculating physics and your processor is maxed out
I know plenty about computers, let's not start insulting others' intelligence.
Any time a computer is incapable of running through the requested processes of a program at a rate deemed acceptable by the user, it is considered lag. This incapability can come from any system component, but it is still a clientside hardware-based lag. This is really common knowledge, and to say that it doesn't happen in Minecraft on lower-end (or even higher-end) machines is just ignorant. You contradicted yourself by saying that a game doesn't fall behind, it skips. Skipping IS falling behind, as the system (being the CPU, GPU, HDD) is incapable of operating under the required demands at an acceptable rate of speed.
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
Any time a computer is incapable of running through the requested processes of a program at a rate deemed acceptable by the user, it is considered lag. This incapability can come from any system component, but it is still a clientside hardware-based lag. This is really common knowledge, and to say that it doesn't happen in Minecraft on lower-end (or even higher-end) machines is just ignorant.
Quote from Teksterful »
Unless your game is rigorously calculating physics and your processor is maxed out, your game is not falling behind, it's skipping. It's incapable of drawing frames at a speed, so it skips. Client-side hardware latency happens all the time of course, but only causes problems when you are
rigorously calculating physics and your processor is maxed out
Any time a computer is incapable of running through the requested processes of a program at a rate deemed acceptable by the user, it is considered lag. This incapability can come from any system component, but it is still a clientside hardware-based lag. This is really common knowledge, and to say that it doesn't happen in Minecraft on lower-end (or even higher-end) machines is just ignorant.
Quote from Teksterful »
Unless your game is rigorously calculating physics and your processor is maxed out, your game is not falling behind, it's skipping. It's incapable of drawing frames at a speed, so it skips. Client-side hardware latency happens all the time of course, but only causes problems when you are
rigorously calculating physics and your processor is maxed out
I'm sorry, you must not have read what I said. See, if I respond to something you type, it isn't all too proper to just give me the same information.
"Do you like Europe? Yes. What do you like about it? Yes."
Let me reiterate. Skipping is lag. Any time a system has to skip ANYTHING, the system is considered overworked, and as a consequence lag is introduced into the output.
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
And now you're spewing nonsense. Care to actually form a cohesive rebuttal? it would be nice if you could prove that skipping isn't lag, or that there is even a skipping going on. I assure you that a low framerate is lag, since nothing is being skipped anyways. The system is genuinely taking physically longer to respond to an input with an output.
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
So, you've insulted my points (and consequently my intelligence) and stated the definitions of two terms that are being debated. How was that a rebuttal?
I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
Exactly, I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
Then how come when someone playing a game has a low framerate, they don't show up as the typical lagger clipping through walls, or the game doesn't pause, making everyone wait for them to catch up?
Because they're not lagging. You don't know how GPUs work. You can skip drawing a frame, because drawing a frame will not affect any calculations. The game takes priority rendering as many frames as it can, and draws whatever frames it can when rendering stops for a moment, as drawing is very quick. When your computer is slow, it's trying to render really fast, leaving no room for drawing, so the game skips until enough rendering has been done to allow for the drawing of a frame, otherwise when a game runs at 60 FPS and you're only getting 10 FPS, you lose 50 drawn frames every second.
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
So, you've insulted my points and stated the definitions of two terms that are being debated. How was that a rebuttal?
I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
I just want to make a small comment here even though I had already made up my mind to not respond to any more brainless idiots.
How programming languages work is that each frame they complete certain pieces of code, all in one frame. Depending on how long it takes your computer to get through the code and display it and everything is how long it takes a frame to load. If it has to make many calculations in that one pass of code, then the game will lag and the frames will grow longer, therefore lowering your fps. Just wanted to clarify on this, agreeing with the poster I quoted.
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
Exactly, I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
Then how come when someone playing a game has a low framerate, they don't show up as the typical lagger clipping through walls, or the game doesn't pause, making everyone wait for them to catch up?
Because they're not lagging. You don't know how GPUs work. You can skip drawing a frame, because drawing a frame will not affect any calculations. The game takes priority rendering as many frames as it can, and draws whatever frames it can when rendering stops for a moment, as drawing is very quick. When your computer is slow, it's trying to render really fast, leaving no room for drawing, so the game skips until enough rendering has been done to allow for the drawing of a frame, otherwise when a game runs at 60 FPS and you're only getting 10 FPS, you lose 50 drawn frames every second.
But once again, you're ignoring client lag. When you get communications latency (server lag) the server will just send you the latest information, in this case the other players' positions. If they've walked from point A to Point be, they'll only be displayed at point B.
Anyway, I'm tired of arguing with people who are so stubborn that they refuse to recognise that someone other than themselves might be right for once.
Which is what i was getting at.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
Exactly, I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
Then how come when someone playing a game has a low framerate, they don't show up as the typical lagger clipping through walls, or the game doesn't pause, making everyone wait for them to catch up?
Because they're not lagging. You don't know how GPUs work. You can skip drawing a frame, because drawing a frame will not affect any calculations. The game takes priority rendering as many frames as it can, and draws whatever frames it can when rendering stops for a moment, as drawing is very quick. When your computer is slow, it's trying to render really fast, leaving no room for drawing, so the game skips until enough rendering has been done to allow for the drawing of a frame, otherwise when a game runs at 60 FPS and you're only getting 10 FPS, you lose 50 drawn frames every second.
Again with insulting my knowledge of computers. Stop that, you don't know me.
Anyways, as far as I can tell, I can change every instance of "skip" with "lag" in your reply and have it make perfect sense to anyone who knows anything about how a computer goes through the typical I/O process. When frames are dropped at the GPU level because the system hasn't finished rendering the next frame, a lag is induced, as the system is taking time pushing the output out. This is what computer lag is, a slowing of output. If the computer is exporting at 15 fps and the user is expecting 60 fps, the computer is lagging behind, as the interpretation of lag is relative to the user, but that's beside the point. Also, when you talk about how people are clipping through walls, that's a completely different type of lag that occurs due to a slowness in communication between the server and the client, and has nothing to do with the client's hardware, save the modem/router in some cases. You bringing that up into this argument makes me think you know a lot less than you think you do. How many classes even involving computers did you take in school?
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Quote from wyrmhole »
What's it like this time of year in Logical Fallacy Land? I hear the weather is always nice because the weather is always nice.
There's what's causing your fps problems.
And really? I "lose"? Is this really about winning or losing?
i wish only for a creeper buddy that can help me build.
I don't have FPS problems. And that doesn't cause FPS problems.
Yes.
But low FPS means that the game IS falling behind. It means that one or more computer components is incapable of executing all the reqested program processes at an acceptable rate, and is lagging behind what is normally considered acceptable. This is lag. YOU lose.
Gee, ITT people who think there's no such thing as client-side hardware latency. goddam.
No. You have no idea how computers work. Unless your game is rigorously calculating physics and your processor is maxed out, your game is not falling behind, it's skipping. It's incapable of drawing frames at a speed, so it skips. Client-side hardware latency happens all the time of course, but only causes problems when you are
I know plenty about computers, let's not start insulting others' intelligence.
Any time a computer is incapable of running through the requested processes of a program at a rate deemed acceptable by the user, it is considered lag. This incapability can come from any system component, but it is still a clientside hardware-based lag. This is really common knowledge, and to say that it doesn't happen in Minecraft on lower-end (or even higher-end) machines is just ignorant. You contradicted yourself by saying that a game doesn't fall behind, it skips. Skipping IS falling behind, as the system (being the CPU, GPU, HDD) is incapable of operating under the required demands at an acceptable rate of speed.
I'm sorry, you must not have read what I said. See, if I respond to something you type, it isn't all too proper to just give me the same information.
"Do you like Europe? Yes. What do you like about it? Yes."
Let me reiterate. Skipping is lag. Any time a system has to skip ANYTHING, the system is considered overworked, and as a consequence lag is introduced into the output.
Helping an old lady across the street is murder.
And now you're spewing nonsense. Care to actually form a cohesive rebuttal? it would be nice if you could prove that skipping isn't lag, or that there is even a skipping going on. I assure you that a low framerate is lag, since nothing is being skipped anyways. The system is genuinely taking physically longer to respond to an input with an output.
Makes no sense right? It's an analogy.
lag: Hang on i have to finish calculating before we move on, or else we're ****ed.
Skip: **** it, let's just keep going because we can do without it. No point in slowing down!
So, you've insulted my points (and consequently my intelligence) and stated the definitions of two terms that are being debated. How was that a rebuttal?
I've never seen a computer do what you are calling a skip. Ever. I've only ever seen a computer do what it's told as fast as it can. If a computer were to skip something to maintain a constant speed, you'd have code errors and missing elements and all over the place, which is why when a computer does skip something accidentally, the OS typically shuts the program down to avoid any more problems, since the program can no longer be used to do anything correctly, as a key process in running it was skipped. Computers never skip information. Ever. That's why there is such a thing as a low framerate, the computer takes more time to finish everything that was requested of it.
Then how come when someone playing a game has a low framerate, they don't show up as the typical lagger clipping through walls, or the game doesn't pause, making everyone wait for them to catch up?
Because they're not lagging. You don't know how GPUs work. You can skip drawing a frame, because drawing a frame will not affect any calculations. The game takes priority rendering as many frames as it can, and draws whatever frames it can when rendering stops for a moment, as drawing is very quick. When your computer is slow, it's trying to render really fast, leaving no room for drawing, so the game skips until enough rendering has been done to allow for the drawing of a frame, otherwise when a game runs at 60 FPS and you're only getting 10 FPS, you lose 50 drawn frames every second.
I just want to make a small comment here even though I had already made up my mind to not respond to any more brainless idiots.
How programming languages work is that each frame they complete certain pieces of code, all in one frame. Depending on how long it takes your computer to get through the code and display it and everything is how long it takes a frame to load. If it has to make many calculations in that one pass of code, then the game will lag and the frames will grow longer, therefore lowering your fps. Just wanted to clarify on this, agreeing with the poster I quoted.
But once again, you're ignoring client lag. When you get communications latency (server lag) the server will just send you the latest information, in this case the other players' positions. If they've walked from point A to Point be, they'll only be displayed at point B.
Anyway, I'm tired of arguing with people who are so stubborn that they refuse to recognise that someone other than themselves might be right for once.
Again with insulting my knowledge of computers. Stop that, you don't know me.
Anyways, as far as I can tell, I can change every instance of "skip" with "lag" in your reply and have it make perfect sense to anyone who knows anything about how a computer goes through the typical I/O process. When frames are dropped at the GPU level because the system hasn't finished rendering the next frame, a lag is induced, as the system is taking time pushing the output out. This is what computer lag is, a slowing of output. If the computer is exporting at 15 fps and the user is expecting 60 fps, the computer is lagging behind, as the interpretation of lag is relative to the user, but that's beside the point. Also, when you talk about how people are clipping through walls, that's a completely different type of lag that occurs due to a slowness in communication between the server and the client, and has nothing to do with the client's hardware, save the modem/router in some cases. You bringing that up into this argument makes me think you know a lot less than you think you do. How many classes even involving computers did you take in school?
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