06-05-2010, 06:31 AM | #30 |
Officer of -Banana-
Join Date: Feb 2010
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sweden hmm. Climate not that far
off from alaska. but i dont know if im willing to be a lagger just for
free healthcare and education. that and to become a resident its like 6
years wait unless i marry or something. but i hear thier bread is good.
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Hi, I'm a duck. I don't care about ### or COD, I just want your bread. |
06-05-2010, 06:33 AM | #31 |
Officer of [SGUK-1] / SGGamingInfo
Join Date: Mar 2007
Location: Dublin, Ireland
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Norway is nice .
I wish I could have stayed in Lillehammer, I loved the slopes there.
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Ahhhh smiknak ---------------------------------------------------- SGGaminginfo | SGGamingInfo Forums ----------------------------------------------------- |
06-05-2010, 06:45 AM | #32 | |
Join Date: May 2008
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and we got this in the alphabet -> Å it aint really the real symbol but almost! Btw.. that makes it really annoying when they write Stargate like Stårgåte... that is just wrong =P |
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06-05-2010, 08:13 AM | #33 | |
Join Date: Apr 2010
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Seriously though, would like to have Servers in EU, but have the oportunity to join an American hosted game, if EU is not available, that would be fair for everyone. |
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06-05-2010, 10:11 PM | #36 |
Join Date: Feb 2006
Location: Sth Australia
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Aussie servers would be awsome, so
would dedicated servers. I have a ping on 250+ but i still get good
scores and KDRs. I would love to see what i can do on a server where i
have low ping.
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Sig Quote: Lord Zipacna - SG1 S3E15 'Pretense' Jaffa Kree ! |
06-06-2010, 12:30 PM | #37 |
Command Leader of [SGUK-1] / QA Tester
Join Date: May 2007
Location: Manchester, UK
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As long as we can play on any
servers located in any place around the world, I am happy. I've made a
ton of friends, playing many games on US servers. So as long as X
country can only play on these servers, I'll be happy.
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Command Forum, Website, SGW wiki
Checkout: http://www.sggaminginfo.com/ |
06-07-2010, 08:29 AM | #38 | |
Join Date: Oct 2008
Location: norfolk va
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FPSes are balanced around having 150-200 ping this is quite idiotic as in FPSes its not ping/lag that is the problem. actually in shooters ping/lag is NEVER the problem. so what is the problem? latency. that is what you should be trying to find a solution for. ping/lag is not what is causing your problem, it is latency. and there is currently only 1 way to address latency. converting the shooter to a client-based shooter. the problem is that when you play a client-based shooter it will feel very wonky and feel very wrong if you are used to server-based shooters. so why do shooter makers do server-based shooters? it is much simpler and you will get fewer complaints from your customers. client-based shooters favor the lucky over the skilled. and in fact, players who predominantly play server-based shooters usually play and then stop pretty quickly when they run across a client-based shooter. server-based shooters where players complain of lag or high ping are just showing their ignorance of the mechanics of how they work and why they are having problems. as a dev, if you pay attention to people complaining about lag/ping, you would have to realize you are dealing with someone who does not understand mechanics or what is happening so you must take what they are saying either with a grain of salt, or ignore them completely. in server-based shooters, unless the server itself is having cpu load problems, lag/ping issues simply do not exist. it is impossible for them to exist. the whole point of a server based shooter eliminates lag/ping as a possible reason. in server-based shooters, there is no such thing as high/low ping or lag causing a problem. server-based shooters ONLY allow for latency to be an issue. and the default for UE3 to correct for is in the 150-250 range ping. you already are getting corrected for having a high ping. your problem is not lag/ping. your problem is latency. __________________
Beta Name: same as display Hammond: O'Niell what are you doing! Jack: IN THE MIDDLE OF MY BACKSWING! Opera SGW IRC: irc://sgc.replayirc.com/Stargate-Worlds Opera SGR IRC: irc://sgc.replayirc.com/Stargate-Resistance |
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06-07-2010, 09:25 AM | #39 | |
Join Date: Apr 2010
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My Ping fluctuates from 180 - 250, when my ping is 180 I experience almost no lagg at all, but when my ping is 250, well I am shooting at ghosts as everyone is a second ahead of me, the environment is laggy. Therefore Low ping = Lagg!!!! Get low ping and experience it for yourself, then tell me it ain't lagg. Also appreciate the Techno Jargon, but what is Latency? As you can see from my example it is hard to think of any other reason other than high ping causing lagg, as when ever I get a High ping spike I lagg... |
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06-07-2010, 09:33 AM | #40 |
Join Date: Feb 2010
Location: Kilwinning, Scotland
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ping is a measure of network
latency.
__________________
Foxing a Turret: To place a dispenser directly behind a turret in order to leave it less susceptible to stealth attacks. The shoes on the ramp in the Embarkation Room are known as Barber's shoes in memory Lt. Barber and all of SG-5 sadly lost in S4E18. |
06-07-2010, 09:46 AM | #42 | |
Join Date: Feb 2010
Location: Kilwinning, Scotland
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if you want more of an explanation check out the other 50000 threads where we have time and time again reached the above summarised conclusion. Alternatively just google "what is ping?", "what is latency?" and "how are ping and latency related?" __________________
Foxing a Turret: To place a dispenser directly behind a turret in order to leave it less susceptible to stealth attacks. The shoes on the ramp in the Embarkation Room are known as Barber's shoes in memory Lt. Barber and all of SG-5 sadly lost in S4E18. |
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06-07-2010, 09:50 AM | #43 | |
Join Date: Apr 2010
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06-07-2010, 09:56 AM | #44 | |
Join Date: May 2008
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Lag - Lag is the delay between the effect of an action and the execution of that action. This can be anything from reacting slowly to a ball being thrown at your head, to the time it takes for a recipient to receive a message sent. In multiplayer games, you're oftenmost concerned with the latter, messages in this case being packets of data from a server or other players (clients). Latency - Latency is the time taken by a message to reach a recipient, called one-way, or to reach a recipient and return to the sender, called round-trip. The metric of this delay is... Ping - Ping is originally a method to ascertain whether there is a connection between a sender and a recipient. It consists of small data packets sent with a request to be sent back, and by measuring the time for these packets to make it back, you get the latency, and therefore the lag. The difference between client and server based shooters is... confusing, in your post. I have to admit that I'm not really sure what you're talking about. Server based is simple, each player has a local version of the game on their computers, which has the primary purpose of rendering the graphics, taking and sending the input from the player to the server, and receiving either the state of the game as a whole or individual actions taken by other players. This, of course, would not make the game immune to lag/ping issues. It would actually make it very vulnerable (as demonstrated by anyone with latency problems), as the position and actions of other players would be displayed to the local player too late after they've been taken, IE with a lag. A client based shooter... well, the only thing I could guess that you're talking about would be a sort of peer-to-peer system, like bittorrent, where you try to eschew a centralized processor as much as possible, and instead placing the responsibility of maintaining a uniform game world for all players, on the combined power of the clients. Now that would indeed be very much vulnerable to lag/ping/latency issues, as the bandwidth of each player is not guaranteed or fixed. So in closing, lag and latency are pretty much the same thing, and ping is just the measure of this phenomenon. |
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06-07-2010, 09:58 AM | #45 | |
Join Date: Feb 2010
Location: Kilwinning, Scotland
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Quote:
__________________
Foxing a Turret: To place a dispenser directly behind a turret in order to leave it less susceptible to stealth attacks. The shoes on the ramp in the Embarkation Room are known as Barber's shoes in memory Lt. Barber and all of SG-5 sadly lost in S4E18. |
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06-07-2010, 10:17 AM | #46 |
Join Date: Oct 2008
Location: norfolk va
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latency is how long it takes a
packet to go one way.
sender to receiver ping is not a measure of latency. ping measures 2 way latency. ping is a snapshot of your round-trip latency from sending NIC to receiving NIC. ping indicates latency, ping is not latency. because of how the internet works, load on individual nodes rises and falls, and as load on the transitionary networks goes up, the route of an actual packet changes. in server based shooters, your client estimates what will happen based on what is happening and displays that until it gets verification packets of what is actually happening based on what the server says. thats why people get rubber-banding and ghosting. that is all caused by latency. ping measures a snapshot of round-trip latency. the problems you are having is not caused by ping, but latency. the longer it takes for your packets to be sent to the server and the longer it takes for the server to respond to your computer is all latency. ping indicates latency, ping is not latency. there was a movement in the late 90s to introduce a ping 2.0 that actually measured the round trip/2 way latency, but it was scrapped as it takes much more resources to properly do. in a server-based shooter, your client sends snapshots of your actions to the server, the server receives, proccesses, and sends back. majority of the work lies on the server. the longer it takes for your packets to reach the server, the slower it takes for your actions to happen on the server. in client-based shooters, your client proccesses your actions, verifies legality, and then sends to the server, and then the server verifies what the client says based on the timestamps matches what it had for that timestamp, and then sends back to the client that the server agrees with what the client originally sent. majority of the load goes on the client, and is less resistant to hacking vs server based shooters. another factor to consider is that ping echo requests never go higher than the stack, and more and more is handled by the NIC itself. in applications/games, the packets go in the NIC, up to the stack, and then up to the application, gets processed, and then sent back down to the stack, which sends to the NIC and goes back to the client. which takes more time than simply hitting the NIC and getting bounced back. ping indicates latency, ping is not latency or an accurate measure of latency. __________________
Beta Name: same as display Hammond: O'Niell what are you doing! Jack: IN THE MIDDLE OF MY BACKSWING! Opera SGW IRC: irc://sgc.replayirc.com/Stargate-Worlds Opera SGR IRC: irc://sgc.replayirc.com/Stargate-Resistance |
06-07-2010, 10:29 AM | #47 | |
Join Date: Apr 2010
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06-07-2010, 10:59 AM | #48 | |
Join Date: May 2008
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"In multiplayer online video games, ping refers to the network latency between a player's computer (client), and either the game server or another client (i.e. peer). This could be reported quantitatively as an average time in milliseconds, or qualitatively as low ping or high ping. The latter usage is common among players of first-person shooter and real-time strategy games. Having a low ping is always desirable because lower latency provides smoother gameplay by allowing faster updates of game data." http://en.wikipedia.org/wiki/Ping_%28video_gaming%29 It doesn't matter whether the load is on the client or server side, the big bottleneck that people are experiencing right now lies in the communication between clients and the server. |
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06-07-2010, 11:22 AM | #49 |
Join Date: Oct 2008
Location: norfolk va
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no, the bottleneck is the latency
due to the distance and the # of nodes they have to go across.
there are 2 ways to lower latency: 1) fewer nodes through more robust infrastructure/peering agreements 2) connect to a closer server EU servers would help euro players not because it lowers their ping, but because it would lower their latency. lower ping is a result of lower latency __________________
Beta Name: same as display Hammond: O'Niell what are you doing! Jack: IN THE MIDDLE OF MY BACKSWING! Opera SGW IRC: irc://sgc.replayirc.com/Stargate-Worlds Opera SGR IRC: irc://sgc.replayirc.com/Stargate-Resistance |
06-07-2010, 11:47 AM | #50 | |
Join Date: May 2008
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