Starlink vs fiber optics for better latency - Page 2
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rusty23456
United States107 Posts
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MeSaber
Sweden1234 Posts
On April 16 2024 21:50 RJBTVYOUTUBE wrote: Dynamic turnrate is often one off where it has to be. Its incorrectly calibrated. Or it sets TR8 because micro stutter that isnt even noticeable. | ||
WGT-Baal
France3318 Posts
On April 17 2024 07:11 Smorrie wrote: Right, that makes sense. Thanks for the insights. I never heard about the folder scanning before - I'll ask my friend to archive his replay folder and test it out. I'll report back if it actually made a difference. I actually didn't know it was scanning the replay folder too. Let us know your result. If it s better i may archive my replays elsewhere | ||
iFU.pauline
France1406 Posts
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RJBTVYOUTUBE
Netherlands566 Posts
On April 18 2024 00:20 iFU.pauline wrote: I highly doubt a non wired connection outperform internet fiber in term of latency, then it also depends on the paths and nodes you are traversing to reach your destination but regardless, non wired connection is heavily prone to interference, and you can forget about constant rate in term of bandwidth. Also, satellites are orbiting, therefore paths are constantly changing depending of plenty of constraints such as nodes saturation, network load balance etc... so latency may fluctuate a lot which is the worst imo when you're playing. Starlink was not made for low latency gaming so I would avoid such solution unless you have no choice ![]() in the present day there's no options to really improve inter-continental connectivity. in regards to moving replays, it works. I have 25GB+ of replays and I store them elsewhere otherwise my starcraft instantly crashes when joining a lobby for which I don't have the map or the replay. | ||
WGT-Baal
France3318 Posts
On April 18 2024 06:51 RJBTVYOUTUBE wrote: in the present day there's no options to really improve inter-continental connectivity. in regards to moving replays, it works. I have 25GB+ of replays and I store them elsewhere otherwise my starcraft instantly crashes when joining a lobby for which I don't have the map or the replay. possibly a stupid question but what exactly do you mean my moving? do you archive them and remove them entirely from SC (and thus you cant open them at all from the game) or do you just take them out of the main /maps folder (and if so, where and how are you able to link them to the game so you can watch them) | ||
RJBTV
194 Posts
On April 19 2024 23:21 WGT-Baal wrote: possibly a stupid question but what exactly do you mean my moving? do you archive them and remove them entirely from SC (and thus you cant open them at all from the game) or do you just take them out of the main /maps folder (and if so, where and how are you able to link them to the game so you can watch them) Take the replay files out of the starcraft folder and place them in a folder outside of the starcraft directory. So yes, you cant open them from the starcraftclient anymore. You would have to put them back in the starcrafy replays folder. | ||
WGT-Baal
France3318 Posts
On April 20 2024 01:26 RJBTV wrote: Take the replay files out of the starcraft folder and place them in a folder outside of the starcraft directory. So yes, you cant open them from the starcraftclient anymore. You would have to put them back in the starcrafy replays folder. ok yeah. I guess i need to sort which i need to keep and which I dont. probably 95% of them i dont | ||
namkraft
390 Posts
Btw sometimes when I play I see this red text in a game: Due to your network configuration, your connection to other players must be routed via a proxy server ![]() Why is this happening? Must I find a way to remove this text? | ||
MeSaber
Sweden1234 Posts
On April 20 2024 04:26 namkraft wrote: Very cool insights. I've played Starcraft for 10+ years from US, Europe, Japan and a bunch of others, and I've ALWAYS experienced lag. Btw sometimes when I play I see this red text in a game: Due to your network configuration, your connection to other players must be routed via a proxy server ![]() Why is this happening? Must I find a way to remove this text? If you feel its working without lag for chosen TR then no. | ||
rusty23456
United States107 Posts
On April 20 2024 04:26 namkraft wrote: Very cool insights. I've played Starcraft for 10+ years from US, Europe, Japan and a bunch of others, and I've ALWAYS experienced lag. Btw sometimes when I play I see this red text in a game: Due to your network configuration, your connection to other players must be routed via a proxy server ![]() Why is this happening? Must I find a way to remove this text? you are probably connected to the interent with wifi on a router and not opening ports. two options. one is to connect directly to the internet with ethernet cable without wifi router. or you need to go into router settings and open up UDP and TCP ports. you can google this to see exactly how to open ports. | ||
Smorrie
Netherlands2921 Posts
On April 17 2024 21:42 WGT-Baal wrote: I actually didn't know it was scanning the replay folder too. Let us know your result. If it s better i may archive my replays elsewhere It definitely helps! The situation still isn't perfect but it has improved a lot, from having to wait 30-40sec to 10-15sec. If you have a large library I'd definitely recommend trying this yourself. | ||
iopq
United States834 Posts
On April 15 2024 18:48 tankgirl wrote: 2 .play over ethernet not wifi let me ping my router --- 192.168.2.1 ping statistics --- 628 packets transmitted, 628 received, 0% packet loss, time 631884ms rtt min/avg/max/mdev = 0.570/1.400/15.957/1.193 ms I only got one big spike of 15ms and most of the time it's within 3ms, I don't know that 15ms will make a difference I usually get TR24 low vs. Koreans and I still don't know if these tiny spikes are noticeable | ||
tec27
United States3690 Posts
On April 24 2024 01:14 iopq wrote: let me ping my router I only got one big spike of 15ms and most of the time it's within 3ms, I don't know that 15ms will make a difference I usually get TR24 low vs. Koreans and I still don't know if these tiny spikes are noticeable Ping is not really a realistic test of this as BW will be sending packets much more quickly (and also larger packets). Wifi is worse because of potential interference (which can happen from many things in your home like microwaves, vacuum cleaners, etc. as well as other people in your area using wifi). Many of these things are intermittent, not something that you would necessarily see in an isolated test, and may get worse at certain times of day. To make matters worse, when interference causes a packet drop on bnet, it will take at least a roundtrip between you and your opponent before any re-sent packet can be dealt with (this is something ShieldBattery improves upon). You might think everyone telling you to play on ethernet is stupid and it's all fine, but please, for the sake of everyone, just believe that we are correct and play on ethernet unless you absolutely cannot. On April 19 2024 23:21 WGT-Baal wrote: possibly a stupid question but what exactly do you mean my moving? do you archive them and remove them entirely from SC (and thus you cant open them at all from the game) or do you just take them out of the main /maps folder (and if so, where and how are you able to link them to the game so you can watch them) Just to note, ShieldBattery can be set as a program to open replay files in Explorer, and you can also configure it to immediately launch the game with the replay (by default it will show some info about the replay in SB and give you the option of viewing it). | ||
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Peeano
Netherlands4675 Posts
On April 24 2024 09:58 tec27 wrote: Just to note, ShieldBattery can be set as a program to open replay files in Explorer, and you can also configure it to immediately launch the game with the replay (by default it will show some info about the replay in SB and give you the option of viewing it). Nice! | ||
iopq
United States834 Posts
On April 24 2024 09:58 tec27 wrote: To make matters worse, when interference causes a packet drop on bnet Let me stop you right there, dropped packets on WiFi are SO rare that it's a less than once a day occurrence. I will run ping for the whole day and play starcraft and we'll see how often packets are actually dropped in ping. Note that WiFi itself will retransmit a dropped packet before it goes out to the internet - that's the 15ms delayed packet that was retransmitted it would have to fail to transmit it from my router to do a full round trip to b.net in practice, I have no noticeable delay on battle.net because I'm using 5g wifi, not 2.4g, so microwaves are not an issue because they are on a different frequency the speed at which ping sends packets is not an issue because I'm pinging while playing, so you can consider it a sampling of all the packets that's sent, I don't need to DOUBLE the amount sent just to see if the latency is high, in fact you want to increase the total number of packets by a very small amount, otherwise you're just testing whether the router can keep up with that greater amount of packets, not the amount generated by the game --- 192.168.2.1 ping statistics --- 12057 packets transmitted, 12057 received, 0% packet loss, time 12280590ms rtt min/avg/max/mdev = 0.552/0.928/49.109/0.738 ms so you see, there's no packet loss because the wifi retransmits the packets so battle.net doesn't have to do a round trip | ||
Bonyth
Poland529 Posts
On April 24 2024 20:06 iopq wrote: --- 192.168.2.1 ping statistics --- 12057 packets transmitted, 12057 received, 0% packet loss, time 12280590ms rtt min/avg/max/mdev = 0.552/0.928/49.109/0.738 ms so you see, there's no packet loss because the wifi retransmits the packets so battle.net doesn't have to do a round trip The spike (at least 1) of 49 ms will cause the turnrate to drop. Also pinging once per second seems not accurate. Would be better to ping 100 times per second for more accurate results. Or make more shorter tests in order to see how often such a lag spike occurs. PS. Note that i'm not saying it's Wi-Fi that was responsible for the lag spike. | ||
tankgirl
316 Posts
On April 24 2024 20:06 iopq wrote: Let me stop you right there, dropped packets on WiFi are SO rare that it's a less than once a day occurrence. I will run ping for the whole day and play starcraft and we'll see how often packets are actually dropped in ping. Note that WiFi itself will retransmit a dropped packet before it goes out to the internet - that's the 15ms delayed packet that was retransmitted it would have to fail to transmit it from my router to do a full round trip to b.net in practice, I have no noticeable delay on battle.net because I'm using 5g wifi, not 2.4g, so microwaves are not an issue because they are on a different frequency the speed at which ping sends packets is not an issue because I'm pinging while playing, so you can consider it a sampling of all the packets that's sent, I don't need to DOUBLE the amount sent just to see if the latency is high, in fact you want to increase the total number of packets by a very small amount, otherwise you're just testing whether the router can keep up with that greater amount of packets, not the amount generated by the game --- 192.168.2.1 ping statistics --- 12057 packets transmitted, 12057 received, 0% packet loss, time 12280590ms rtt min/avg/max/mdev = 0.552/0.928/49.109/0.738 ms so you see, there's no packet loss because the wifi retransmits the packets so battle.net doesn't have to do a round trip tec27 i know u wrote openBW blah blah but i have a certificate in IT technologics from freecourseweb and after spending a few hours with the command prompt ive conclusively demonstrated that Wi-Fi is 100% more superior than CAT-7 ethernet for PC gaming, in all contexts throughout time in perpetuity forever. trust me ive been to IEM and DreamHack and everyone there definitely always just uses wifi. but dont worry ill share some of my turing prize moneys with you. | ||
WGT-Baal
France3318 Posts
random lag spike, error 3: 9, failed to download settings, bugged (more than before) friend list etc... | ||
iopq
United States834 Posts
On April 24 2024 21:33 Bonyth wrote: The spike (at least 1) of 49 ms will cause the turnrate to drop. Also pinging once per second seems not accurate. Would be better to ping 100 times per second for more accurate results. Or make more shorter tests in order to see how often such a lag spike occurs. PS. Note that i'm not saying it's Wi-Fi that was responsible for the lag spike. again, if I'm pinging 100 times a second I might actually slow down my game since when I'm doing the test I'm actually playing the game this is actually SAMPLING every once a second and yes, if over that time I had one spike of 49ms, I didn't notice it. That's the point, I see no difference in real use | ||
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