• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:25
CEST 11:25
KST 18:25
  • 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
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War865.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued Weekly Cups (October 5-11): Farewell to 5.0.16 StarCraft open world shooter announced at BlizzCon [Old] StarCraft 3 Reportedly in Development
Tourneys
$3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
BSL23 Confirmations Starts on New BSL Portal Rollback Netcode in Brood War ASL22 General Discussion Sagi.gg Launcher Released New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
ASL 22 Finals [ASL22] Semifinal B [Megathread] Daily Proleagues [ASL22] Semifinal A
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11198 users

Is the ping counter on LotV wrong?

Forum Index > Closed
Post a Reply
FNkey
Profile Joined April 2015
Korea (South)45 Posts
May 13 2015 18:44 GMT
#1
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?
(◕‿◕✿) STYLE (◠‿◠)✌ START (◠‿◠✿) 스베누
linuxguru1
Profile Joined February 2012
110 Posts
May 13 2015 19:01 GMT
#2
~220 ping here from EU. The game's response time is definitely higher than when I play HotS on EU; about as much as when I play on NA.
Zanzabarr
Profile Joined October 2010
Canada217 Posts
May 13 2015 19:46 GMT
#3
There is one beta server and it's located in NA so................ yeah
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2015-05-13 20:01:20
May 13 2015 20:00 GMT
#4
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.
[url]http://i.imgur.com/lw2yN.jpg[/url]
deacon.frost
Profile Joined February 2013
Czech Republic12134 Posts
May 13 2015 20:01 GMT
#5
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 I can only hope they move some server to EU so I can play(yes, I am that self-centered). Honestly, if I could borrow the beta account to someone who doesn't have one and can play fluently, I would provide it, because I have to stay in HotS. Damn :/
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
May 13 2015 20:34 GMT
#6
160-210 isn't that bad. It starts being annoying when it's 200-300.
Gfire
Profile Joined March 2011
United States1699 Posts
May 13 2015 21:04 GMT
#7
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.
all's fair in love and melodies
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2015-05-13 21:23:21
May 13 2015 21:21 GMT
#8
On May 14 2015 06:04 Gfire wrote:
Show nested quote +
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.


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
Profile Joined December 2009
8714 Posts
May 13 2015 21:28 GMT
#9
Huh? CS always had 128 tick servers.
varsovie
Profile Joined December 2013
Canada326 Posts
May 14 2015 01:18 GMT
#10
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.
JBright
Profile Joined September 2010
Vancouver14381 Posts
May 14 2015 03:52 GMT
#11
Ask in the simple questions thread.
ModeratorThe good and the wise lead quiet lives. Neo's #1 Frenemy and nightmare.
Please log in or register to reply.
Live Events Refresh
Next event in 1h 35m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 2095
BeSt 379
Horang2 276
sorry 67
sSak 56
NotJumperer 40
Sharp 39
NaDa 36
PianO 34
ZerO 33
[ Show more ]
Sacsri 14
Soma 9
Britney 0
Dota 2
XcaliburYe222
resolut1ontv 170
Fuzer 139
League of Legends
JimRising 495
Counter-Strike
shoxiejesuss1443
olofmeister1257
Other Games
singsing1346
Coldzera 717
ceh9711
B2W.Neo337
Sick232
crisheroes209
Pyrionflax186
BEARDiaguz5
ZerO(Twitch)3
Organizations
Other Games
gamesdonequick653
StarCraft: Brood War
UltimateBattle 37
lovetv 7
[ Show 13 non-featured ]
StarCraft 2
• LUISG 64
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2277
League of Legends
• Stunt644
Other Games
• WagamamaTV102
Upcoming Events
Kung Fu Cup
1h 35m
The PondCast
1d
Online Event
2 days
Korean StarCraft League
2 days
Afreeca Starleague
2 days
Rush vs Soulkey
CranKy Ducklings
3 days
BSL Open Qualifier
3 days
Sparkling Tuna Cup
4 days
IPSL
4 days
BSL Open Qualifier
4 days
[ Show More ]
WardiTV Weekly
5 days
IntoTheTV X SOOP
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-13
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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.