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Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 20:32:23
May 17 2012 20:26 GMT
#1
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NexUmbra
Profile Blog Joined June 2009
Scotland3776 Posts
May 17 2012 20:32 GMT
#2
Do you mean latency as in the in game animations slowing down stuff that happens? like when SCVs move they don't start off at max speed?
Life has won two GSLs and a Blizzard Cup. NOT three GSLs.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 20:35:43
May 17 2012 20:33 GMT
#3
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PhuxPro
Profile Blog Joined May 2010
United States294 Posts
May 17 2012 20:35 GMT
#4
By testing my ping at pingtest.net I got the result: 3ms. So don't think the problem is my internet connection.


BNet servers and the server you picked on speedtest might not be the same server. I think you have a lot to learn about what exactly latency is plus a lot more about how things work in general

But try this: play an offline game in SC2 with an AI and do the stopwatch test again
If it matches your data above then it's not your connection to the server
Money was meant solely to be spent.
HolyExlxF
Profile Joined March 2011
United States256 Posts
May 17 2012 20:41 GMT
#5
I think that there are too many human variables in this test to make it statistically significant. You might want to try measuring your reaction time and subtracting it from your measurements for a more accurate result.
ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ ᕕ( ᐛ )ᕗ
Cortza
Profile Blog Joined January 2011
South Africa328 Posts
May 17 2012 20:42 GMT
#6
Just by playing a random game vs ai you can tell the game's response is instant.

I honestly don't know what is to blame half the time, on the part of blizzard's own servers or my service provider. Although I can always grant about 0.3s of latency on my end.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
May 17 2012 20:47 GMT
#7
I remember when I played with dial up, 0.5 sec delay for everything
RoyAlex
Profile Joined August 2010
Norway420 Posts
May 17 2012 20:48 GMT
#8
Yea, there is quite a high latency in SC2, a lot higher than ppl think. Since there is no LAN, you have never tried SC2 with LAN ping so you have never felt the difference.

But, you can experience LAN ping! Just start up map editor and load up a ladder map and try it out, it almost unreal how different it is. Your forcefields happens before you even press, atleast that what it feels like.

misspo
Profile Joined March 2012
France28 Posts
Last Edited: 2012-05-17 20:52:50
May 17 2012 20:49 GMT
#9
Well, when you create a game in the single part of battle.net against AI you will see that the reaction time is instant.

The most oblivious thing to show that the game lag is when you have to split marines...

Try a marine split challenge map on multiplayer and on single player part after.

I agree that you can't really mesure your lantency but you feel it and you must admit it.
breath
Profile Joined March 2012
United States199 Posts
May 17 2012 20:50 GMT
#10
I agree with HolyExlxF. Your testing your reaction times not how fast the game is responding.

I do agree that there is lag at times, but how your testing it does not prove anything.
Smile tomorrow will be worse :)
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 20:53:33
May 17 2012 20:51 GMT
#11
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vindKtiv
Profile Blog Joined June 2009
United States215 Posts
May 17 2012 20:56 GMT
#12
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.
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
May 17 2012 20:58 GMT
#13
The latency in sc2 and the whole server and no lan BS is like going to war with rocks not with guns. At least that's the difference with server latency and lan when we talk about microing units. One of the cool proofs just how much of potential is being destroyed by having no lan is the last level of Blizzard's custom map - Starcraft Master - last level (30) - medivac and tank. Try to play it online and then turn off your internet, and try the map offline (you can find it in the play vs. A.I. department).
It's like different game.
I mean sc2 is playable but soooo much potential is just ruined because of the unavoidable latency.
Reality hits you hard bro.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 20:59:38
May 17 2012 20:58 GMT
#14
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Zombo Joe
Profile Joined May 2010
Canada850 Posts
May 17 2012 21:03 GMT
#15
The problem is we don't even need LAN, the delay just has to be reduced. Its not internet lag that makes things slow, its the artificial delay Blizzard added for some reason.
I am Terranfying.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
May 17 2012 21:11 GMT
#16
On May 18 2012 06:03 Zombo Joe wrote:
The problem is we don't even need LAN, the delay just has to be reduced. Its not internet lag that makes things slow, its the artificial delay Blizzard added for some reason.

Is there any information from blizzard confirming this and/or elaborating on this?
Nancial
Profile Joined July 2011
197 Posts
May 17 2012 21:12 GMT
#17
The only thing I hope for is that when WC4 comes out they will have figured something out with most major providers to reduce the ACTUAL delay to smth ~75 ms , 100ms at most. It's the thing that makes wc3 impossible to play @ bnet whatsoever. And I dont see them implementing lan in ... what will it probably be, 2015 ?
SecondSandwich
Profile Joined July 2008
United States319 Posts
May 17 2012 21:12 GMT
#18
Sorry, but I am not confident in your results. Human reaction time to a visual stimulus can vary between about 120-250ms. It is likely your results are off by at least this much. I appreciate your ambition, but your attempt to accurately measure this is futile.
"Whatever [flash] says is the best, is the best" -Artosis i!i!i!i!i!Find Match!i!i!i!i!!i
Roxor9999
Profile Joined December 2011
Netherlands771 Posts
May 17 2012 21:16 GMT
#19
1: Open command prompt
2: Type in ''tracert eu.battle.net'' replace eu with what server you're on.
3: Look at the last ping before it times out.
figq
Profile Blog Joined May 2010
12519 Posts
May 17 2012 21:21 GMT
#20
Summary: [offline / vs AI] - no lag ; [online] - some lag ; [online with much larger army] - even more lag.
+ Blizzard has auto-delay 100-200ms for online play, which is true in BW and WC3 too.
It remains mysterious why the more lag with larger army - perhaps it takes better CPU? My experience so far is that the pathing algorithm is the bottleneck when there are numerous units on the map, so the CPU becomes even more important for good performance than the graphics card (and setting to lowest graphics settings doesn't help).
If you stand next to my head, you can hear the ocean. - Day[9]
L1ghty
Profile Joined August 2011
Belgium51 Posts
Last Edited: 2012-05-17 21:48:30
May 17 2012 21:47 GMT
#21
You could maybe check this thing:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=283483

I use it to switch between servers and it indicates the latency (as I understand it). I'm from Belgium and play on EU and NA. On EU I have a latency of 31 ms usually (between 16 and 47), on NA it usually says 156 or 172. Other servers take way longer (up to about 400 ms at the most, that's the CN region).

Also, your experiment is really flawed. There is no way you can accurately measure ms with human reaction time added in.
<3 PsY
misspo
Profile Joined March 2012
France28 Posts
May 17 2012 22:04 GMT
#22
The thing is that you can have a low ping but still have this lag. I think it's some thing with battlenet and not your network
Ziktomini
Profile Joined October 2010
United Kingdom377 Posts
May 17 2012 22:23 GMT
#23
you should be taking away your reaction time from the mean time you recorded with the stopwatch, google it and I'm sure you can find it, otherwise your current number of 0.46 is your latency + your reaction time.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 22:50:26
May 17 2012 22:44 GMT
#24
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vargus
Profile Joined January 2009
2 Posts
Last Edited: 2012-05-17 22:55:36
May 17 2012 22:44 GMT
#25
Reaction time has _nothing_ to do with it, unless his would be upwards of 400+ ms, because he doesn't have to actually react to anything (would be different if he tried to watch the marine hp and stopped his watch when he sees it lessen by 10 hp, but he doesn't). He's actually following a process (medivac healing) and extrapolating, which makes it pretty easy to hit the actual timing - fighting game players can hit a 16 ms interval pretty decently. It's well known that BNet added some (pretty significant) artificial lag, back in sc1 and wc3, which is the reason Hamachi was invented in the first place.
Edit: I misread your method, you should probably time your clock to the end of the healing, then find the actual healing time and the delay from something losing hp till the medivac healing (though that would also be pretty interesting to see - does it start later to heal on bnet?)
vindKtiv
Profile Blog Joined June 2009
United States215 Posts
Last Edited: 2012-05-17 22:57:27
May 17 2012 22:55 GMT
#26
On May 18 2012 06:03 Zombo Joe wrote:
The problem is we don't even need LAN, the delay just has to be reduced. Its not internet lag that makes things slow, its the artificial delay Blizzard added for some reason.

It's well known that BNet added some (pretty significant) artificial lag, back in sc1 and wc3, which is the reason Hamachi was invented in the first place.

I believe these post hit it on the head.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=117158

I found the post by R1CH back in the beta days. Most of the information has been changed and is irrelevant, but
UPDATE: Note that when I refer to latency in this post, I'm meaning network latency over the wire. Starcraft 2 includes a built-in command buffer that also adds input latency to smooth out and jittering or higher ping players - no amount of tweaking will reduce or alter that.

I believe has not changed.
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
May 17 2012 23:03 GMT
#27
give us lan or an australian server. either is fine
| Idra | YuGiOh | Leenock | Coca |
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
May 17 2012 23:05 GMT
#28
either lan or more servers , both of which SC1 had -insert QQ-
"come korea next time... FXO house... 10 korean, 10 korean"
Account252508
Profile Joined February 2012
3454 Posts
May 17 2012 23:40 GMT
#29
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Insane
Profile Blog Joined November 2003
United States4991 Posts
May 17 2012 23:42 GMT
#30
The only way I'd trust something like this is if you did something like recording yourself with a separate camera pressing the button, and then using the information from the camera, you could see how long elapsed between pressing the key and it actually taking effect.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-18 00:02:25
May 18 2012 00:00 GMT
#31
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ColterTV
Profile Joined September 2010
Argentina163 Posts
May 18 2012 00:15 GMT
#32
This latency issue is more severe to people far from Blizz servers, myself included, as Blizz has no South America server (we play in NA, 200ms lag at the very least). We have less reaction and gameplay is more sluggish, the difference between multi and single player playing from my location is HUGE.
ColterTV Stream -> http://www.twitch.tv/ColterTV
oZe
Profile Joined January 2011
Sweden492 Posts
May 18 2012 00:16 GMT
#33
If your opponent(s) lag significantly you will also experience lag. If the battle is big enough to max out one of the combatants cpu/gpu, you will experience lag.

Why do I get general error when I ping or traceroute eu.battle.net????
The worst kinds of organized crime are religion & government.
Account252508
Profile Joined February 2012
3454 Posts
May 18 2012 01:41 GMT
#34
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Not_That
Profile Joined April 2011
287 Posts
May 18 2012 02:01 GMT
#35
Don't use stopwatch. Instead fraps yourself blinking a stalker in unit tester map at known fps rate. Then open up the video and count frames between mouse click and blink in game.
Jacopana
Profile Joined September 2009
El Salvador210 Posts
May 18 2012 02:03 GMT
#36
I have also felt some latency these days, is really anoying cuz you dont want to lose all your marines to banelings just because you did the command but the marines are retarded so all died.

0.50 is half a second, thats something you can feel on latency.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
May 18 2012 03:03 GMT
#37
do you....know what latency is?

It takes time for stuff to get across the world. The baseline 100-200ms delay that is built into multiplayer is to level the playing field a bit - so that somebody who has a much shorter distance between them and the server (ie, people living on the west coast of the US) doesn't have a huge advantage over people not living close.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-18 04:13:54
May 18 2012 04:12 GMT
#38
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Not_That
Profile Joined April 2011
287 Posts
May 18 2012 04:23 GMT
#39
If you mean frame count instead of fps in your last sentence, then yes.
Demonhunter04
Profile Joined July 2011
1530 Posts
May 18 2012 04:26 GMT
#40
On May 18 2012 05:48 RoyAlex wrote:
Yea, there is quite a high latency in SC2, a lot higher than ppl think. Since there is no LAN, you have never tried SC2 with LAN ping so you have never felt the difference.

But, you can experience LAN ping! Just start up map editor and load up a ladder map and try it out, it almost unreal how different it is. Your forcefields happens before you even press, atleast that what it feels like.



That's what happens when you get so used to the delay that you no longer notice it. It's a flaw with the way the brain perceives time, actually.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
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
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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
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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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