1. LAG - game definition: Its a situation between two or more players when players see every change in game delayed to the server state. Lag may be noticeable or unnoticeable. Noticeable lag is where you see every effect of your action is delayed - for example skill activation, enemy death, froozen players, or players running into wall. You may also notice stutters, teleportation and other kind of strange things.
2. Kind of lags:
A. Players computer related
- input lag - that lag is related to the hardware that player is using especially to the I/O devices. On input lag mostly influences monitor that displays the current image of the match - most of the TV display computer image slightly delayed, monitors are better in displaying real time image than image.
Input lag on monitor is related to GFX card and its drivers and also to CPU and motherboard. On the extreme situations on the highest resolutions you may notice that your mouse movement or keyboard input is delayed sometimes even 0,5 seconds. Thats a sign that you set too high resolution or the hardware is too weak for this game. That might be caused also by wrong drivers installed. The less related hardware to input lags are: mouse and keyboard. There are special gaming mice and keyboards that have lowest input lags.
- FPS lag - that lag is mostly based on Vertical Synchronisation of your GPU. Mostly monitors have 60Hz display so it can display up to 60 changes per second - so that there is function Vertical Sync that locks the GPU on producing up to 60 frames per second to prevent "Screen tearing" - setting Vsync may influence on input lag because you loss a lot of FPS'es so you dont notice slight changes between your monitor can display and the GPU can produce. You may turn it off and see the enemiest slightly early than if vsync is on but you see also the tearing effect.
Modern GFX cards have multiple functions that can adjust and reduce tearing effect such as G-Sync of Free Sync, but you have to have also monitor that will support that functions. New Gaming monitors have more than 60Hz display there are 120, 144 or even 160 Hz monitors so that you may have more FPS - game will run smother and youll see everything faster - so your in game performance will surely increase because you may see enemy few frames faster to react.
B. Network related
a) Network lag
- Server sided network lag - it happens on the network of server - every player will notice the delays of the gameplay - every player high ping to the server both: in game and outside the game (ping to the server IP) - (you can do nothing just open support ticket or inform at forum)
- Client sided network lag - it happens on the network of player - only the player that is on this network will notice delays to the server, every other players wont be affected - only player on that network will have high ping to the server both: in game and outside the game (ping to the server IP) (you may inform your ISP about problems, you may also try to tweak your system settigs and turn off every network software to reduce http://forums.firstassault.nexon.net/discussion/4124/reducing-your-latency#latest
- network in the middle - it happens between some of the players and server - some players might be affected, some not - some player high ping to the server both: in game and outside the game (ping to the server IP) (you may ask your ISP if he can fix it, mostly it requires change the route or escalate issue report by ISP to the delayed peering network, but they mostly dont bother about 1 unhappy user to take any action)
b) packet loss - situation when some packets between you and server wont reach the target, as the game is on TCP - then packets are sending untill they are succesfully sent to the destination. In game that might be seen as affected player will run through the wall or moving then teleporting back few steps, that player may be disconected from the server. He will mostly lose a lot of deaths because he is a easy taget to be killed because he lose controll under operative every each packet lost.
C. Net Code related
- server side lag - that happens on the server application, every request from/to server are delayed by processing because of application server load or because of lack of optimalisation - in game ping seems to be fine but your ping to the ip addres might to be higher. And you feels like everything is delayed - your kills, pop up's (about killing, asisting etc), you feel like you were tracked before you appeared on the place.
- client side lag - same to the server side with the one difference of processing data thats going from/to server by client - its mostly because of lack of client optimalisation.
D. Combination of B. and C.
- lag between two players
How it looks like:
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