Ping in starcraft 2 - Page 3
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docvoc
United States5491 Posts
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Account252508
3454 Posts
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latan
740 Posts
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Mendelfist
Sweden356 Posts
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
Australia145 Posts
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
Finland1612 Posts
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Account252508
3454 Posts
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Rye.
United Kingdom88 Posts
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. | ||
Account252508
3454 Posts
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bgx
Poland6595 Posts
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Alpino
Brazil4390 Posts
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