Zonanic Zonanic

PING

PING

This is starting to really annoy me.

 

The australian database of members is so small we can't even get in a game.

 

WTF are you people thinking when a stable person with a slightly high ping under say 450 joins? Oh wait your ping means lag when seriously it doesnt.... If someones ping is spiking while in the lobby sure LAG but when they sit constantly at a nice ping why keep pursuing this invisible lag barrier?

You guys need to get over this idea that ping is everything, you get some USA host then he makes a game has a low ping but his sim speed is below 5 oh wait he had a low ping he don't lag but he is lagging your whole game with sim speed!

I have played many games with people ping higher then 300 no problems no lag and its due to watching how stable they are....

All you need is someone to open a webpage or start talking on MSN to see a ping spike or look unstable lol so GL to all the morons btw.

19,957 views 29 replies
Reply #26 Top

Jesus, I don't know how I could explain it any better to you, but I'll try once again :( ...

It is the lazy devs answer if the synchronized simulation is creating a huge problem in itself... lag.
The synchronized simulation is causing "lag" as in "stutter" or "halt" if a datapacket between on of the players is delayed for too long. The same thing would happen in a server-client setup.

 

Nope, you are the one missing the point. I'm not saying whether the game would or wouldn't stutter - I'm saying there is no advantage to using p2p over client/server from a latency point of view. This is what we were told when the game was released.
But it is decreasing the latency. As you posted yourself already, with the peer-to-peer model, every participant has a direct connection to each player and thus the best possible latency. As opposed to a server client model, where the effective latency is the sum of the latency between one player and the server and another player and the server.

 

Yeah, right up until you stick 350 ms artifical ping onto it!
Again, the netlag is just an arbitrary value that enables players to play with each other fluently even if they have a high ping to each other. The netlag value is completely independent from the used network model. The peer-to-peer model just decreases the latency between players (when compared to a server-client model) and thus increases the range of players who can play with each other fluently.

If you have 3 players, everyone with 200 ms latency to each other, their effective latency in a server-client environment would be 400 ms, while in the peer-to-peer environment it's just 200 ms. It's not that simple of course, since the games with a server-client environment often use a hybrid technique and thus reduce the effective latency. But in the end the direct connection is always the best possible latency, naturally.

Reply #27 Top

"The synchronized simulation is causing "lag" as in "stutter" or "halt" if a datapacket between on of the players is delayed for too long. The same thing would happen in a server-client setup."

 

The difference being, in a client/server, it only affects the player with the bad connection, in p2p it affects everyone.  Bit of a drama when you have 10 players and you are getting punished with lag cos of someone else's crap connection.

 

"But it is decreasing the latency."

Not below 350 ms, evidently. 



Reply #28 Top

The difference being, in a client/server, it only affects the player with the bad connection, in p2p it affects everyone. Bit of a drama when you have 10 players and you are getting punished with lag cos of someone else's crap connection.
No, that has nothing to do with the network model. This is an issue of data synchronisation and thus happens in RTS games that use client-server as well as in games that use peer-to-peer.

 

"But it is decreasing the latency."

Not below 350 ms, evidently.
The netlag has nothing to do with the latency of the connection between players. The netlag is there to enable players with a constant ping of 350 ms between each other for example to still be able to play without any stutter ever occurring. In RTS games a ping under the default netlag value is essentially meaningless. The peer-to-peer model helps to keep players under that limit.

Reply #29 Top

"No, that has nothing to do with the network model. This is an issue of data synchronisation and thus happens in RTS games that use client-server as well as in games that use peer-to-peer."

Has everything to do with the network model.  Just look at the games I listed for evidence.