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Ping in starcraft 2 - Page 3

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docvoc
Profile Blog Joined July 2011
United States5491 Posts
May 18 2012 04:34 GMT
#41
You have a huge uncertainty value here. Idk if you did uncertainties while doing the lab, but you have atleast a .01s uncertainty on just the watch i'd say a 2s variable on you or more on you and the watch, and then on your hand + comp reaction i'd say is 1 more second. Thats 3+ secs of uncertainty factored into your equation, that is huge these numbers can't really be used, you tried and its valiant, but I think we need to just hack the game to find the ping tbh.
User was warned for too many mimes.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-18 04:38:35
May 18 2012 04:36 GMT
#42
--- Nuked ---
latan
Profile Joined July 2010
740 Posts
May 18 2012 05:31 GMT
#43
measuring ping with a stopwatch is just not precise at all. I'd even call it ridiculous.
Mendelfist
Profile Joined September 2010
Sweden356 Posts
May 18 2012 05:35 GMT
#44
On May 18 2012 05:56 vindKtiv wrote:
It was a well discussed fact during the beginning of SC2's beta that playing SC2 on B.Net featured a built-in delay of 100/200 ms. The added delay was suppose to help lag or whatnot, but has been featured in SC1 and WC3. The added delay in online play is the reason why playing against AI feels very responsive while playing against other players online feels more sluggish.

This is correct. The built in delay is due to the game architecture, "synchronous lockstep". This means that all clients run synchronously, and it also means that all clients have to receive the same input at the same time. Since it takes a variable amount of time for one command to reach the different clients, the command has to be delayed so that every client has it before it is executed. In essence, one client tells the others "execute this command (eg attack) at this time in the future". There is an interesting article about it here:
http://www.altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/
pirsq
Profile Blog Joined September 2010
Australia145 Posts
Last Edited: 2012-05-18 08:24:41
May 18 2012 08:09 GMT
#45
On May 18 2012 05:51 monkybone wrote:
I agree that my results might be flawed due to the stopwatch method. Does anyone have a suggestion as to measuring the latency?

Take an analogue video of your experiment where you can see both the screen and the keyboard. Count frames between pressing T and stim going off, then multiply by time per frame.

Also, some observations on your stopwatch method. Typical stopwatch reaction time is about 0.2s (the lowest it will register if you press twice as fast as you can). Typical human reaction time is also about 0.2s. Subtracting these away, an observation of 0.5s yields an actual latency of 0.1s. Of course, this is just your best guess; the error associated with it is huge (and doing lots of trials like you did doesn't help, because it's a systematic error, not a random one).
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
May 18 2012 08:27 GMT
#46
If you have 500ms ping, then its your computers/internet fault, not sc2.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-18 10:36:56
May 18 2012 10:35 GMT
#47
--- Nuked ---
Rye.
Profile Blog Joined July 2011
United Kingdom88 Posts
May 18 2012 12:16 GMT
#48
just ping the server.

start a multiplayer game
open a command prompt
type netstat
press enter

this will give a list of all active connections. one will be to the battle.net server that your game is on.

ping the address

simple. its easier if you close all other internet using programs to reduce number of active connections.

Pretty when naked
Account252508
Profile Joined February 2012
3454 Posts
May 18 2012 12:35 GMT
#49
--- Nuked ---
bgx
Profile Joined August 2010
Poland6595 Posts
May 18 2012 12:39 GMT
#50
actualy the unit reaction times are noticeably better at no latency, try at custom single player and than make custom multiplayer game, significant difference.
Stork[gm]
Alpino
Profile Joined June 2011
Brazil4390 Posts
May 18 2012 12:40 GMT
#51
This is the reason I stopped playing T, crazy ping from brazil(220 ms, which means double the delay unless I'm more clueless than I think I am). Z is less forgiving to high latency play imo.
20/11/2015 - never forget EE's Ember
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