06-07-2010, 12:57 PM | #53 |
Join Date: Oct 2008
Location: norfolk va
|
see, this is why i generally try to
stay away from these discussions.
people think they are the same issue when they are not. how long it takes a ping echo to go from the source to the destination and back does not indicate latency. even when you go across some networks they will give lower priority rating so those packets may go a totally different route than the route your data packets are actually going. or even a higher priority. ping can indicate latency. but latency is not ping. and latency is what determines how smoothly or "lag" you see/experience. this is one of the reasons why net neutrality is a larger issue than most realize. when you send a ping from london to phoenix az, you could go through say 20 nodes on the network with a ping time of say 275 ms avg. your data packets may go through 12 nodes with a latency of 90 ms each way. i hope that that helps illustrate what i am trying to say. __________________
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, 02:17 PM | #54 |
Join Date: Aug 2008
Location: Scotland, United Kingdom
|
thewesdude you are being
unnecessarily pedantic and so are failing to make your point.
High ping does not cause lag, lag causes high ping. Latency is the time delay between an input and discernable output. In this case latency is being caused by the routing from your computer to the server. A closer server is likely to reduce latency (and thus lag and thus ping) by being routed through a shorter, faster path - but it may not, it may take four steps instead of eight but each step takes twice as long and so you see no difference. But you probably will. Euro servers are unlikely to split the community, you would simply see another set of servers that you can join whether you are in Europe or not. I will still join a game that is in progress wherever that is (and I suggest you do to). Like Aszrayel said above, I have made friends playing the game and enjoy playing with/against all of you. The euro-servers will not change this, there will just be more servers to chose from and hopefully some players will get a better experience - which is better for all of us. __________________
I am Morley in Stargate Resistance and on TeamSpeak. I’ve not been much for Clans in the past but I’m currently giving it a go with The Fifth Race. I am opposed to suicides in every situation except to fix bugs. |
06-07-2010, 03:21 PM | #56 |
Command Leader of [SGUK-1] / QA Tester
Join Date: May 2007
Location: Manchester, UK
|
I'd say worldwide servers, but,
thats just me
And yes I am a Bond Villan stroking my cat __________________
Command Forum, Website, SGW wiki
Checkout: http://www.sggaminginfo.com/ Last edited by Aszrayel : 06-07-2010 at 05:30 PM. |
06-07-2010, 04:27 PM | #57 |
Officer of [SGUK-1] / SGGamingInfo
Join Date: Mar 2007
Location: Dublin, Ireland
|
At this point I say. I don't want
no EU servers any more.
__________________
Ahhhh smiknak ---------------------------------------------------- SGGaminginfo | SGGamingInfo Forums ----------------------------------------------------- |
06-07-2010, 05:14 PM | #58 | ||
Join Date: Aug 2008
Location: Scotland, United Kingdom
|
Quote:
Just wondering what would turn you off them completely. I've never played with less than 220ping as far as I am aware (average 235 according to stat net figures) so this is just how the game works for me. I don't mind so much either way but I remember you as being very keen on them before (am I wrong? Could be, it's late at night and I'm not checking back). To me the main benefit of euro servers is to get a decent crack at playing the Ashrak and Commando at the same pace as the players I'm trying to kill. I suck at both under current conditions. Quote:
__________________
I am Morley in Stargate Resistance and on TeamSpeak. I’ve not been much for Clans in the past but I’m currently giving it a go with The Fifth Race. I am opposed to suicides in every situation except to fix bugs. |
||
06-07-2010, 05:47 PM | #59 |
Join Date: Nov 2009
Location: Nottingham, UK
|
I really can't wait for EU servers,
its gotten to the point now where us EUs are a whole second behind ppl
in America.
The amount of times I've fired a 'nade at the feet of a Jaffa only to have it do '6' damage because the're not actually standing in the same place on their screens as they are on mine. And all the times I've been killed instantly from the front, by Ashraks flailing wildly 10 feet away is beginnig to grind my gears! The sad thing is I always tend to take it out on them for cheating, even though its not their fault. Plus Europeans don't tent to dance around like fairly elephants on the battlefield like the yanks do, makes them easier to hit jk __________________
Ingame Name: [SGU]Orgcon
Last edited by Orgcon : 06-07-2010 at 07:33 PM. |
06-08-2010, 12:40 AM | #60 |
Join Date: Oct 2008
Location: norfolk va
|
in networking latency and ping are
2 different things.
latency is how long it takes for an individual packet to go from the source to the destination. in shooters this is the most important part. especially server based shooters. if i am shooting someone, it is much more important for when i have that head shot lined up, and then take that shot, it is far more important that the server receive that shot packet and process it while they are under the crosshairs. it is much less important for my client to receive verification that the head shot landed and they died, than my shot being processed ASAP. i will give you another example that will further try to explain why latency is far more important than ping without going into why ping is irrelevant. lets take a time table of 2 players shooting each other with a gun. both players have 1 hp. player A has 40 ms latency player B has 50 ms latency 0: both players see each other and start lining up their shots 10: player B shoots with player A in crosshairs, sends to server 30: player A shoots with player B in crosshairs, sends to server 60: server receives player B shot that hits player A, killing him 70: server receives player A shot hits player B, but because he is dead is invalidated makes sense, guy who shot first won. now lets take it to where latency makes a difference 0: both players see each other and line up their shots 10: player B shoots player A, sends it to the server 15: player A shoots player B, sends it to the server 55: player A shot hits the server, killing player B 60: player B shot hits the server, invalidated because he is dead player B shot first, and died because of latency this is how server-based shooters work. in a client based shooters, the servers are usually configured with a "lag time" of up to 250 ms. in a client based shooter, this is how the 2nd situation would go figuring a packet timeout of 150: 0: both players see each other and line up their shots 10: player B shoots player A, sends it to the server with timestamp 15: player A shoots player B, sends it to the server with timestamp 55: player A shot hits the server, server holds shot for packet timeout 60: player B shot hits the server, server holds shot for packet timeout 160: server verifies players B shot, kills player A as that shot happened first, sends verification to client 165: server drops player A shot, invalidates it as they are dead server based shooters are horribly intolerant of latency client based shooters are horribly "wonky" and dont feel right to people who are used to server based shooters for that reason. just to revisit a point i made earlier. lets say i am sending data between new york and say moscow. because it is data of indeterminate priority, my traffic goes from NY to spain to germany to poland to moscow. 4 hops. now lets say i send an echo ping request from new york and moscow. because it is data of low priority, it goes from new york, to london, to france, to germany, to poland, to sweeden to moscow. 6 hops. now lets say i am on a phone call from new york to moscow. because it is data of high priority, it goes from new york, to germany to poland to moscow. 3 hops. same distance, different hop counts, different latency. same source to same destination. latency is a measure of how long it takes to go from the source host to the destination host on the network. there currently is NO way to accurately measure latency outside of the program, and the program has to be built with means to measure that. UT3 engine does not ping indicates latency, ping is not a measure of latency. there is no guarantee that the path both to the destination and from the destination back to you is the same path, let alone the same path any data you may be sending to that destination. __________________
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 |
06-08-2010, 01:05 AM | #61 | |
Officer of [SGUK-1] / SGGamingInfo
Join Date: Mar 2007
Location: Dublin, Ireland
|
Quote:
__________________
Ahhhh smiknak ---------------------------------------------------- SGGaminginfo | SGGamingInfo Forums ----------------------------------------------------- |
|
06-08-2010, 01:13 AM | #62 |
Join Date: Feb 2006
Location: Sth Australia
|
im sure the devs know what we are
talking about when we say we want better pings/better latency. Ping
might not be the absolute correct term, but it is the term used.
Having EU servers would fix a lot of peoples lag and give us a better gaming experience. __________________
Sig Quote: Lord Zipacna - SG1 S3E15 'Pretense' Jaffa Kree ! |
06-08-2010, 03:33 AM | #63 | |
Join Date: Feb 2010
Location: Kilwinning, Scotland
|
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. |
|
06-08-2010, 05:59 AM | #65 | |
Join Date: May 2008
|
Quote:
Pinging is just a method to send packages from one point to another to see if there is a connection and how long it takes to get there. the term Ping in computer games is used to describe the average latency at any given time. One big difference in computer game is that you don't use any external ping utility to measure the latency. You often determine it by measuring the time it takes to send existing data packages in game. Anyway, this is just a definition discussion so I'm not going to answer it any further =P |
|
06-08-2010, 06:01 AM | #66 | |
Officer of -Banana-
Join Date: Feb 2010
|
Quote:
thats what the discussions about we just took an amtrak off track. __________________
Hi, I'm a duck. I don't care about ### or COD, I just want your bread. |
|
06-08-2010, 06:46 AM | #67 | |
Join Date: May 2008
|
Quote:
|
|
06-08-2010, 12:08 PM | #69 | ||
Join Date: Aug 2008
Location: Scotland, United Kingdom
|
Again thewesdude, you’ve just added
more pedantry and further obfuscated your point. The response to too
much is less not more. Let it go and leave it be.
Quote:
Quote:
__________________
I am Morley in Stargate Resistance and on TeamSpeak. I’ve not been much for Clans in the past but I’m currently giving it a go with The Fifth Race. I am opposed to suicides in every situation except to fix bugs. |
||
06-09-2010, 04:50 AM | #70 | |
Join Date: Jun 2010
|
Quote:
|
|
06-09-2010, 05:24 AM | #71 | |
Join Date: Oct 2006
Location: scotland
|
Quote:
I played Xsteel for a good while, with 200-250ms ping, im guessing that why (now) i died a lot, even though im not one for hidding, and charge stright for the enemy, still get in a few kills, but not as many as i probably should have, and why on wow at 100 odd ping i was much better at pvp (still died a lot, but i certainly killed a helva lot better, only lost 1 game in all the ones i played -undead Horde mage) __________________
thor: the asgard would never invent a weapon that propels small weights of ... Iron and carbon Alloys... By igniting a powder of potassium Nitrate, Charcoal and Sulpher -Carter: ok i get your point. thor: we cannot think like you. ... |
|
06-24-2010, 04:06 PM | #73 | |
Command Leader of [SGUK-1] / QA Tester
Join Date: May 2007
Location: Manchester, UK
|
Quote:
__________________
Command Forum, Website, SGW wiki
Checkout: http://www.sggaminginfo.com/ |
|
|
Currently Active Users Viewing This Thread: 1 (1 members and 0 guests) | |
blevok |
|
|