• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:46
CET 05:46
KST 13:46
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice4Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
BW General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea It's March 3rd
Tourneys
[BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming 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 Vanilla Mini Mafia TL Mafia Community Thread
Community
General
YouTube Thread US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2360 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
Replay Cast
00:00
LiuLi Cup Grand Finals Group D
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 306
RuFF_SC2 219
ProTech136
StarCraft: Brood War
Sea 8247
GuemChi 1475
Snow 66
Dewaltoss 51
Bale 41
Noble 29
Icarus 10
Dota 2
monkeys_forever639
League of Legends
JimRising 679
Counter-Strike
taco 684
Super Smash Bros
hungrybox1285
Other Games
summit1g11805
C9.Mang0445
Sick68
ViBE39
minikerr7
Organizations
Other Games
gamesdonequick899
Counter-Strike
PGL61
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH488
• practicex 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki15
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
League of Legends
• Rush916
• Lourlo816
• Stunt284
• HappyZerGling65
Other Games
• Scarra799
Upcoming Events
The PondCast
5h 14m
KCM Race Survival
5h 14m
WardiTV Winter Champion…
7h 14m
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
19h 14m
Ultimate Battle
1d 7h
Light vs ZerO
WardiTV Winter Champion…
1d 7h
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
Replay Cast
1d 19h
CranKy Ducklings
2 days
WardiTV Winter Champion…
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
3 days
WardiTV Winter Champion…
3 days
Replay Cast
3 days
Replay Cast
4 days
Monday Night Weeklies
4 days
OSC
4 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.