• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:32
CEST 11:32
KST 18:32
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
SC4ALL II announced - $10,000 prize pool, Dec 5-63PIG STY FESTIVAL 8.0! (13 - 23 August)8Neeb returns to progaming; rejoins ONSYDE15Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly5
StarCraft 2
General
Life's Huge Gambling Spree After IEM Katowice 2014 Neeb returns to progaming; rejoins ONSYDE SC4ALL II: StarCraft 2 Player Announcement 1/8 Balance hotfix patch 5.0.16b (July 16) Clem: "I don't have that much hope in Blizzard"
Tourneys
INu's Battles#19 2-Days Event Sparkling Tuna Cup - Weekly Open Tournament SC4ALL II announced - $10,000 prize pool, Dec 5-6 PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion BW Drama: Terror's Debt Incident + C9 disbanding Making an Online Broodwar Manager Game BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
2v2v2v2 Tournament Escore Tournament - Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Odyssey Mineral Stack Saturation PvT advise for noobs
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Scarlett Fan Club The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3200 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
RSL Revival
09:00
Season 6 - Playoffs Day 4
Clem vs Serral
herO vs Rogue
Tasteless1090
ComeBackTV 558
RotterdaM440
IntoTheiNu 408
Ryung 319
Rex81
3DClanTV 74
CranKy Ducklings47
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1090
RotterdaM 440
Ryung 319
Rex 81
StarCraft: Brood War
actioN 1307
Shuttle 1292
Hm[arnc] 975
BeSt 447
Larva 277
EffOrt 191
Dewaltoss 167
Soma 130
sorry 71
JulyZerg 40
[ Show more ]
Sharp 32
ZerO 32
Bale 24
ToSsGirL 22
ZergMaN 19
NotJumperer 9
Dota 2
Gorgc6447
Counter-Strike
Sick131
kRYSTAL_99
Super Smash Bros
Mew2King78
Other Games
singsing1565
WinterStarcraft812
Pyrionflax142
RuFF_SC226
ZerO(Twitch)4
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH292
• StrangeGG 51
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2287
League of Legends
• Jankos1415
Upcoming Events
WardiTV Summer Champion…
2h 29m
WardiTV Weekly
1d 1h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
Percival vs Zoun
Cure vs Rogue
ByuN vs Classic
Clem vs NightMare
PiGosaur Cup
2 days
Replay Cast
2 days
Kung Fu Cup
3 days
Replay Cast
3 days
The PondCast
4 days
INu's Battles
4 days
[ Show More ]
Replay Cast
4 days
IntoTheTV X SOOP
5 days
RSL Revival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

ASL Season 22: Qualifier #1
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL Season 22: Qualifier #2
K-JUNGMAN
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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 © 2026 TLnet. All Rights Reserved.