Ping in starcraft 2
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Account252508
3454 Posts
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NexUmbra
Scotland3776 Posts
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Account252508
3454 Posts
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PhuxPro
United States294 Posts
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 | ||
HolyExlxF
United States256 Posts
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Cortza
South Africa328 Posts
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
Canada1100 Posts
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RoyAlex
Norway420 Posts
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
France28 Posts
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
United States199 Posts
I do agree that there is lag at times, but how your testing it does not prove anything. | ||
Account252508
3454 Posts
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vindKtiv
United States215 Posts
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Mesha
Bosnia-Herzegovina439 Posts
It's like different game. I mean sc2 is playable but soooo much potential is just ruined because of the unavoidable latency. | ||
Account252508
3454 Posts
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Zombo Joe
Canada850 Posts
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Yorbon
Netherlands4272 Posts
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
197 Posts
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SecondSandwich
United States319 Posts
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Roxor9999
Netherlands771 Posts
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
12519 Posts
+ 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). | ||
L1ghty
Belgium51 Posts
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. | ||
misspo
France28 Posts
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Ziktomini
United Kingdom377 Posts
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Account252508
3454 Posts
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vargus
2 Posts
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
United States215 Posts
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
Australia2378 Posts
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HeavOnEarth
United States7087 Posts
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Account252508
3454 Posts
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Insane
United States4991 Posts
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Account252508
3454 Posts
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ColterTV
Argentina163 Posts
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oZe
Sweden492 Posts
Why do I get general error when I ping or traceroute eu.battle.net???? | ||
Account252508
3454 Posts
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Not_That
287 Posts
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Jacopana
El Salvador210 Posts
0.50 is half a second, thats something you can feel on latency. | ||
Dhalphir
Australia1305 Posts
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. | ||
Account252508
3454 Posts
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Not_That
287 Posts
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Demonhunter04
1530 Posts
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. | ||
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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