Am I just used to it or something?
Is the ping counter on LotV wrong?
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FNkey
Korea (South)45 Posts
Am I just used to it or something? | ||
linuxguru1
110 Posts
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Zanzabarr
Canada217 Posts
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Loccstana
United States833 Posts
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deacon.frost
Czech Republic12128 Posts
On May 14 2015 03:44 FNkey wrote: I'm playing from Korea and it says that I have about 160-210 ping, and I've seen people complain about that but it actually feels fine to me. Am I just used to it or something? When I lag and I see 1,000 ms and it reacts around this late so I would guess - yeah, it's correct. And since I see that more often, I think it's proven ![]() | ||
KingAlphard
Italy1705 Posts
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Gfire
United States1699 Posts
On May 14 2015 05:00 Loccstana wrote: You have to remember the actual game tick rate is much lower than the graphics update rate. The actual game tick rate is probably around 200-300 ms, so having having 200 ping is acceptable and should not cause any visible lag. I think it's 32 ticks per second, IIRC. The minimum ping of 100ms is significantly longer than that, though. | ||
Spyridon
United States997 Posts
On May 14 2015 06:04 Gfire wrote: I think it's 32 ticks per second, IIRC. The minimum ping of 100ms is significantly longer than that, though. This is in no way true. 32 ticks per second is saying the game updates at nearly frame rate speeds, which is insane. Even FPS (first person shooters, not frames per second lol) are lucky if they update faster than 100ms. 10-15 ticks per second is basically all you see in gaming net code on the high end. Beyond that uses too much resources and makes differences in ping very, very noticeable. This is why in most FPS they say as long as your under 100ms you are fine, which is 10/second (the average). 15 or SLIGHTLY above you might see in some fighting games, assuming it doesn't use rollback mechanisms. This is why in most fighting games the inaccuracies are very noticeable. If they were running at 32 ticks per second, it would just look like a slight jitter in a frame rate, not a netcode correction. And to say that RTS's have anywhere near the responsiveness of a fighting game, or even a FPS, is insanity lol. It's actually usually quite a bit less due to each tick having much more data to send in comparison. Even moba have faster updates than RTS, and they aren't the most responsive | ||
Miragee
8428 Posts
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varsovie
Canada326 Posts
On May 14 2015 06:21 Spyridon wrote: And to say that RTS's have anywhere near the responsiveness of a fighting game, or even a FPS, is insanity lol. It's actually usually quite a bit less due to each tick having much more data to send in comparison. Even moba have faster updates than RTS, and they aren't the most responsive Wait, isn't the whole point of a synchronous engine to only stream user inputs and gamestates' Deltas? (and allow maphacks) SC2 only sends your actions then process them server side and sends the resulting actions (or changes of gamestate) to the clients to be processed, the client might show shinny UI feedback or start moving units as soon you click, but it's just glazing over the gears since you action actually takes place during the next "game tick". Of course both clients and server do a little sync test once in a while to make sure they're still sync up, but maintaining synch and not loosing data over the wire is something SC2 does very well actually (long time since I got a desync bug). Seriously the fact you have 100-ish entity to control or 1 doesn't multiply the amount of data by 100, nor reduces "responsiveness", heck I'd say the deterministic nature of SC2 does make the game somewhat easier to process server side, e.g. there's no need to intersect hundreds of bullets vs moving hitboxes and factor in latency in order to get satisfying shooting experience. Comparing to MOBA maybe SC2 does have little bit more information to send, but "move command unit group ID ABC to X/Y" + "Actor XYZ spell 1 at X/Y"... is not much more info than "Spam click hero ability 3 at X/Y". I do not have the exact numbers, but just the fact my SC2 internet usage isn't much more than LoL should give a good idea that Blizzard actually hired some compression technology genius... oh wait, that they don't have hundred time more commands to send. ![]() One real problem with synchronous engine is that since everything is sync, if someone is lagging (ping, bad FPS...) it will slow the whole process. That's the reason you have a pop-up that appears when you opponent is lagging instead of seeing his units "jump". Also game ticks aren't static, but have boundaries (e.g. do x tick withing 0-100ms), and the server will adjust game/simulation speed if hiccups happens. That's the reason SC2 replays actually plays a little faster than the actually game. | ||
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JBright
Vancouver14381 Posts
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