• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:56
CET 06:56
KST 14:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Mechabellum Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1434 users

LAN and SC2, Speed vs Latency

Blogs > SichuanPanda
Post a Reply
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-05-03 00:21:06
May 03 2010 00:18 GMT
#1
LAN and SC2, Speed vs. Latency

Introduction

I've noticed quite a few discussions regarded LAN support for SC2, BNET 2.0, and latency / connection speed in general and I figured I'd share my knowledge of networking with everyone to hopefully explain just how speed and latency are determined and how each affects the play of a video game.
I have created all of these images myself and all of them are strictly examples, obviously networks that exist in real life are far more complicated. However, for the sake of explanation smaller networks will suffice and I hope everyone who reads this post will be able to understand what I am discussing.
To that end below is a multi-part explanation of basic networking principles, connect speed, and more importantly how all of this plays into video games.

Part One: Understand IP Addresses

+ Show Spoiler +
IP Addresses are a fairly simple concept actually, and each IP address is usually accompanied by a Subnet Mask. The IP address is a semi-unique 32 BIT number (a 1 in binary is 1 BIT), in binary a blank IP address will look as such: 00000000.00000000.00000000.00000000 . Now since humans don't speak in binary, and obviously typing out long addresses like that is a pain, the computer usually displays the IP address in base 10 - a blank IP in base 10 will look like this: 0.0.0.0 . There that's much better now isn't it? Instead of typing 32 Zeros, you only have to type 4.

An 8 BIT binary number in base 10 is 255, so this means that the theoretical largest number you can get is 255.255.255.255 - however two of these numbers always reserved (infact more than this are reserved), so the maximum number you can actually have is 255.255.255.253. With being able to put any number from 0/1 up to 255 (and 253 on the last digits) there are quite a number of cominbations.

Of course there are a far greater number of computers that exist in the world and so there is a Subnet Mask. You can think of it as such. The IP Address is the house number on the street, and the Subnet Mask is the name of the street. In computer terms this means each computer has an IP Address and each network has a Subnet Mask. Subnet Masks look exactly like IP addresses, however they are determined through a rather complicated process called Subnetting.

I will not go into detail about this as it simply takes a very long time to explain, however searching 'Subnetting' on Google or a search provider should yield many good guides.
To be more clear here Subnet masks CAN and will be duplicated, the reason we do not have overlap with IPs on the internet is because each computer goes through many routers, so it is not simply Computer 1 with IP Address A.B.C.D but rather Computer 1 will have many other IP Addresses alongside it to defferentiate it from the other computer accross the internet.
Note: A 'Gateway' refers to a device that a signal must pass through to get to. Hence the name Gateway.

Network 1
+ Show Spoiler +
PC1: IP - 192.168.1.5 / Subnet - 255.255.255.0 / Gateway - 192.168.1.1
PC2: IP - 192.168.1.6 / Subnet - 255.255.255.- / Gateway - 192.168.1.1
Local Router/Gateway: IP - 192.168.1.1 / Subnet - 255.255.255.0


Network 2
+ Show Spoiler +
PC3 - 192.158.1.7 / Subnet - 255.255.255.0 / Gateway - 192.158.1.1
PC4 - 192.158.1.8 / Subnet - 255.255.255.0 / Gateway - 192.158.1.1
Local Router/Gateway: IP - 192.158.1.1 / Subnet - 255.255.255.0


Diagram 1
+ Show Spoiler +
[image loading]


This diagram really need little explanation now. Each comptuer has an IP Address, and each router has an IP Address. The Subnet Masks are the same, because as I mentioned above Subnet Masks are related to the IP Addresses. Simply put the above IPs required the given IP address.


Part Two: Understanding Network 'Hops'

+ Show Spoiler +
Every computer, router, server, switch, hub, etc. that your connection passes through to reach its destination is called a 'hop'. The time it takes for a connection to pass each hop on its route (this really is the technical name) is mesaured in MS (mili-seconds). In the following diagram I have provided an example network route to get to BNET servers.

Diagram 2
+ Show Spoiler +
[image loading]


PCs 1 through 4 are on a home network, one of which is a laptop, three of which are desktops. One laptop and one desktop are turned off, two others are turned on and playing SC2. Currently Player 1 on PC3 is not at his computer, Player 2 using PC 1 is playing a ranked match in 1v1 Gold League.
To get to BNETs servers Player 2 must connect to his home router, then to the neighborhood/city switch, then to the regional/country switchfor his ISP, then to regional/country switch for Blizzard's ISP, and then to the neighborhood/city switch on Blizzard's end, then to the Authentication server, then the primary realm server and then the realm server he is assigned to. Or 8 Hops. For this example let us say each hop has taken 8 MS. So it takes 64 MS for Player 2 to send information to BNET's servers. It then takes the same time for any information from bnet to come back to Player 2. Player 2's in-game latency will therfore be 128 MS.

Player 1 has returned from his AFK, and Player 2 finishes his game. They decide that they want to play a 1v1 match against eachother and so Player 1 hosts a game.
Assuming that the ISP that the owner of the house (lets say Player 2 owns the house), does not throttle at all, and that the latency on every network to the BNET servers has not changed since Player 2 finished his game. Then we can assume that 128 MS will be the latency for both players to get to and from BNET. However, since both players ARE connecting to BNET this number is double again to 256 MS. This is because both players connections must make it to and from the BNET server seperately due to the nature of BNET (it doesn't realize they are both at the same location and only one connection to BNET would be needed).

If both players could play a true LAN howeve they would have 32 MS latency maximum, assuming their local router takes 8 hops to process local connection (this happens much faster), and a minimum of lets say 4 MS latency.

Regional/Country Switch #23 for Player 2's ISP shuts down for some reason, and all other switches for Player 2's ISP are filled with users, Player 2 and all users who were using Switch #23 will be routed to another ISP that is partnered with Player 2's ISP, and will make 1-3 more hops, adding additional latency (~24-32 MS).

As it can be seen latency can stack up very quickly, and in the real-world many of us have much more than 8 hops to BNET, and each hop can take longer than 8 MS.

Part Three: How Speed is Determined

Diagram 3
+ Show Spoiler +
[image loading]


Speed is determined by the physical ability of your connection to transmit data. In this example I have a 5 MBPS Broadband connection a 128 KBPS - 256 KBPS DSL connection and a Dial-Up connection. The thickness of each line represents the raw bandwidth capacity. DSL uses the same type of connection as 56k, however, the data is compressed, allowing for faster speeds to occur without increasing the phsyical capacity of the wire.

I am not sure of EXACTLY how much speed SC2 requires for a smooth connection, but this example I am going to assume 256 KBPS. Therefore the higher-end DSL connection and the Broadband connection will satisfy this need. 56k and the lower-end DSL connection will not. Essentially when a connection performs below the required amount of speed for the game to have a smooth connection then and only then will speed begin to affect latency.

In such cases speed will affect latency as such - however many MS it takes for the connection to 'catch up' in otherwords to finish sending the information BNET asked for, and finish recieving the information BNET sent, will add to latency. And so this is why 56k and bad DSL connections become quite simply unplayable, because it is a domino / stacking effect. Just before the connection catches up a fresh of data arrives, extending latency further and further as time goes.


Conclusion

+ Show Spoiler +
To finish things off here I will simply explain some things that should be drawn from what I've gone over above. Firstly latency will always have a minimum level of latency that cannot be elminated or removed as a result of connection speed. Secondly yes connection speed can affect latency but only so long as the connection is not supporting the required speed for a smooth connection (smooth meaning that the connection is not holding up the game to finish sending/recieving information). Once the connection passes this speed, any additional increase thus becomes irrelevant.

Until our network technology allows for a connection to be made from anywhere in the world to anywhere in the world literally instantly there will always be a need for LAN support in a video game. To not provide support for LAN capacity on the grounds that 'most users have broadband' not only says that poor market research has been done on Blizzard's part, but also that the individual(s) resonsponsible for the 'no-LAN' idea haven't much idea on how the internet actually works.

I hope everyone who was inexperience with basic networking has learned something from this read, and also that I have proven the point of LAN beyond any doubt.

-SichuanPanda


*
i-bonjwa
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
May 03 2010 00:31 GMT
#2
Expected some marvellous explanation on how to play SC2 at LAN latency.

Disappointed.
Oh no
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 03 2010 00:33 GMT
#3
On May 03 2010 09:31 prOxi.swAMi wrote:
Expected some marvellous explanation on how to play SC2 at LAN latency.

Disappointed.


Why did you even bother posting that kind of a reply.....
i-bonjwa
Hamster1800
Profile Blog Joined August 2008
United States175 Posts
May 03 2010 00:38 GMT
#4
This post reminds me -- has anyone asked blizzard whether sc2 has ipv6 support? Given that the transition is supposed to occur in just a couple more years, it would be pretty shortsighted of them to not have it in or at least be working on it.
D is for Diamond, E is for Everything Else
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 03 2010 01:00 GMT
#5
On May 03 2010 09:38 Hamster1800 wrote:
This post reminds me -- has anyone asked blizzard whether sc2 has ipv6 support? Given that the transition is supposed to occur in just a couple more years, it would be pretty shortsighted of them to not have it in or at least be working on it.


Well we can only hope they have it coded now in IPv6 running with IPv4 Addresses, of course, knowing Blizzard's server planning for the WoW launch, I can't say that we should expect it. More likely expect many days down-time in 2-3 years to add it.
i-bonjwa
Jusciax
Profile Joined August 2007
Lithuania588 Posts
May 03 2010 01:17 GMT
#6
This was quite interesting, thank you.
Please log in or register to reply.
Live Events Refresh
Next event in 4h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 180
StarCraft: Brood War
Calm 4549
Shuttle 1089
Leta 316
ZergMaN 65
Mong 17
Bale 11
Dota 2
monkeys_forever488
League of Legends
JimRising 643
C9.Mang0218
Counter-Strike
summit1g8734
Other Games
WinterStarcraft427
ViBE150
Trikslyr29
Organizations
Other Games
gamesdonequick1073
StarCraft: Brood War
UltimateBattle 37
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1758
• Shiphtur205
Upcoming Events
CranKy Ducklings
4h 4m
WardiTV 2025
5h 4m
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
6h 34m
Ladder Legends
13h 4m
BSL 21
14h 4m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 4h
Ladder Legends
1d 11h
BSL 21
1d 14h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.