• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:55
CEST 04:55
KST 11:55
  • 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
Balance hotfix patch 5.0.16b (July 16)38Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Etiquete rules in Asl? BW General Discussion Recent recommended BW games Recommended FPV games (post-KeSPA) Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map)
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Path of Exile Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5909 users

Analysis of NA, EU, KR, Local latency from NA - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
SecondChance
Profile Joined December 2010
Australia603 Posts
July 13 2011 13:30 GMT
#21
On July 13 2011 22:22 Not_That wrote:
I want to congratulate the OP for using frames passed between click and action to determine latency. This is the only way that matters. tracert is irrelevant. I hope everyone start using this method to estimate their sc2 latency so that results would actually mean something for discussions.


How is it irrelevant?

Clicking the screen results in the move command being sent as packets of data to the server; whilst the current location of the unit is sent back as it is moving and stopped.

How is any different to a tracert? The tracert simply stamps MS times on each hop the packet takes to get to it's destination.

Also the use of speedtest.net is not really an accurate way of doing it. Who's to say there servers don't experience congestion or latency during your test?
I see the want to in your eyes.
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 13 2011 13:36 GMT
#22
On July 13 2011 12:33 ehalf wrote:
Interesting. I also live in the US east and my ping to the servers are:
NA:80
EU:150
KR:350

Play on ping with 150 is sometimes noticeable but generally hardly affect the gameplay. But 300ms ping is killing me,


Where in the East? I live in Ohio and I wanted to get an EU account, might be wasting time with 150 ping...
Why would you ever choose failure, when success is an option.
Phaded
Profile Joined August 2010
Australia579 Posts
July 13 2011 13:39 GMT
#23
Guess I'm not playing on Korea. 360ms cos we go from australia to tokyo to hong kong to korea.
I am down but I am far from over
Not_That
Profile Joined April 2011
287 Posts
July 13 2011 13:47 GMT
#24
On July 13 2011 22:30 SecondChance wrote:
Show nested quote +
On July 13 2011 22:22 Not_That wrote:
I want to congratulate the OP for using frames passed between click and action to determine latency. This is the only way that matters. tracert is irrelevant. I hope everyone start using this method to estimate their sc2 latency so that results would actually mean something for discussions.


How is it irrelevant?

Clicking the screen results in the move command being sent as packets of data to the server; whilst the current location of the unit is sent back as it is moving and stopped.

How is any different to a tracert? The tracert simply stamps MS times on each hop the packet takes to get to it's destination.

Also the use of speedtest.net is not really an accurate way of doing it. Who's to say there servers don't experience congestion or latency during your test?


It is irrelevant because it is impossible to tracert all the way to the game server. Watching the frames is the only way to know your real latency to the game (which is the only latency that matters).
arbitrageur
Profile Joined December 2010
Australia1202 Posts
July 13 2011 14:05 GMT
#25
On July 13 2011 22:39 Phaded wrote:
Guess I'm not playing on Korea. 360ms cos we go from australia to tokyo to hong kong to korea.

There have been some posters clamiing they get 200ms to KOR from AUS. Perfectly fine. This is solely due to ISP, I'm guessing. FKN Optus 400ms!!!!
Manaldski
Profile Joined January 2004
229 Posts
Last Edited: 2011-07-13 14:32:38
July 13 2011 14:30 GMT
#26
If you are on the US West Coast it should be playable as long as the ping to the korean server is lower then 200 . From Central Europe you can probably get as low as 215 ping and if you tunnel it you can probably lower the ingame delay to about 300ms.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
July 13 2011 16:15 GMT
#27
On July 13 2011 23:30 Manaldski wrote:
If you are on the US West Coast it should be playable as long as the ping to the korean server is lower then 200 . From Central Europe you can probably get as low as 215 ping and if you tunnel it you can probably lower the ingame delay to about 300ms.


What does tunneling it mean?
bwally
Profile Joined December 2010
United States670 Posts
Last Edited: 2011-07-13 18:42:33
July 13 2011 18:26 GMT
#28
On July 13 2011 22:30 SecondChance wrote:
Show nested quote +
On July 13 2011 22:22 Not_That wrote:
I want to congratulate the OP for using frames passed between click and action to determine latency. This is the only way that matters. tracert is irrelevant. I hope everyone start using this method to estimate their sc2 latency so that results would actually mean something for discussions.


How is it irrelevant?

Clicking the screen results in the move command being sent as packets of data to the server; whilst the current location of the unit is sent back as it is moving and stopped.

How is any different to a tracert? The tracert simply stamps MS times on each hop the packet takes to get to it's destination.

Also the use of speedtest.net is not really an accurate way of doing it. Who's to say there servers don't experience congestion or latency during your test?


Hmmm no, you issue a command on your end and it will only start executing the command once it receives some type of OK. If you watch the video you can obviously see I tell a zergling to move and it won't start moving until it receives the OK back from the server. In this type of RTS engine to save bandwidth only User Input is sent to the server, no unit locations. See this to learn more.

Not_That got it right on "real latency" part but I've explained this like 2 times already. What do I care what the ICMP ping is? What if the game engine adds 100ms+ of latency per command. Since no one knows what the game actually does on the network side the ping only gives you a really rough idea of the latency that is inherent in TCP/UDP, network routing, etc and doesn't account for the game engine's functions. Now if you can reduce ICMP ping to LAN levels and I'll assume like 1ms for now then you can figure out what the engine latency is and you cannot change this so the number is somewhat irrelevant. But over the internet your icmp ping will have a "multiplier" effect on your actual game latency. And if you solely look at the ping to determine whether the latency is acceptable to play you won't have an accurate figure. Because in reality it's much worse with added latency by the game engine.

Speedtest is fine for getting a general ping to the region within a few 100 miles or so. Congestion probably didn't have any effect on my tests, since those "pings" are quite good for me. And if there is congestion the majority of the time then you can't avoid it anyway. But since there is a large difference between Ping and actual game latency it could mean 3 things. Game engine adds latency (which we can guess based on how online synchronous RTS game engines usually work) or battle.net servers are really crap and can't handle the load so their way more congested more than the network around it where I pinged or within 1 hr after doing the ping test the battle.net servers network got congested.
ehalf
Profile Joined September 2010
408 Posts
July 15 2011 04:28 GMT
#29
On July 13 2011 22:36 GreEny K wrote:
Show nested quote +
On July 13 2011 12:33 ehalf wrote:
Interesting. I also live in the US east and my ping to the servers are:
NA:80
EU:150
KR:350

Play on ping with 150 is sometimes noticeable but generally hardly affect the gameplay. But 300ms ping is killing me,


Where in the East? I live in Ohio and I wanted to get an EU account, might be wasting time with 150 ping...


I'm in Pittsburgh. I think the most important factor here factor here is which ISP do you use.. I'm a comcast customer and my ping to the EU and KR sucks
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Crank Gathers S4: Group Stage
CranKy Ducklings105
LiquipediaDiscussion
PSISTORM Gaming Misc
23:00
FSL playoffsTeamLeague STvsASH
Liquipedia
The PiG Daily
22:00
Best Games of SC
ByuN vs Clem
MaxPax vs TBD
Serral vs ByuN
GgMaChine vs Bunny
PiGStarcraft940
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft907
WinterStarcraft275
RuFF_SC2 142
Nina 83
FoxeR 60
StarCraft: Brood War
Leta 1717
NaDa 71
Noble 55
Icarus 5
Dota 2
NeuroSwarm156
League of Legends
JimRising 563
Counter-Strike
summit1g10829
taco 358
Super Smash Bros
Mew2King271
amsayoshi8
Heroes of the Storm
Trikslyr66
Other Games
gofns7766
ViBE202
XaKoH 115
Organizations
Other Games
gamesdonequick2347
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 97
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt169
Other Games
• Scarra0
Upcoming Events
RSL Revival
6h 6m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
7h 6m
Epic.LAN
10h 6m
IPSL
13h 6m
Dragon vs Hawk
RSL Revival
1d 6h
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
1d 7h
OSC
1d 10h
IPSL
1d 13h
Bonyth vs Ret
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
[ Show More ]
PiGosaur Cup
3 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
5 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Escore Tournament S3: W3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL S22 SEASON OPEN Day 1
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.