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Active: 10638 users

Ping Test - a map to measure your ingame ping

Forum Index > SC2 General
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Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-09-27 10:19:55
September 27 2013 10:19 GMT
#1
I've published a map that measures the ingame ping.

It started a few hours ago to test a way to measure the ingame ping and someone in TL's irc told me that it might be useful for players to test.

Screenshot:
[image loading]
My values for the Korean server.

Features:
  • real time latency
  • game time latency
  • skipped game frame amount
  • multiplayer support



Battle,net data:
- AM, EU, SEA, KR
- map name: "Ping Test"


Map Links
Americas
Europe
Korea & Taiwan
Southeast Asia


How does it work?
1. When you move your mouse, it starts a timer for each tested aspect. Also, it's making a huge, fully transparent image react to your mouse.
2. Another trigger detects that you started to hover over that image and pulls the displayed values.


Some notes:
- If you spam mouse movements, it might increase the latency as the "mouse moved" event might cause lags. But more tests are required regarding that.
- I used the mouse move event as it makes sure you are focussed on the screen with the mouse. The system doesn't work when your mouse cannot touch that transparent image. I might use something else in future.

The map can have multiple players, so you can even test the measured latency when you are playing together.

Hopefully that is useful for someone.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Crypdos
Profile Joined December 2011
Netherlands110 Posts
September 27 2013 10:58 GMT
#2
Wow nice
SEA KarMa
Profile Joined October 2010
Australia452 Posts
September 27 2013 11:34 GMT
#3
Excellent, I have been waiting ages to test out the actual latency in-game and not just some theorised crap. Thanks a tonne!
"terrible, terrible damage". terrible, terrible design.
DusTerr
Profile Blog Joined January 2011
2520 Posts
Last Edited: 2013-09-27 12:01:58
September 27 2013 11:59 GMT
#4
I get the same score on both EU and NA (playing from Finland)... I can't imagine that's correct.

kr at least show a significant difference
Nimix
Profile Joined October 2011
France1809 Posts
September 27 2013 12:25 GMT
#5
Maybe you get the same ping on NA and EU because of the build in delay? I think it makes you have the same ping on every server unless you play on KR/SEA from EU.
The tool may be useful with all the network spikes problems there are these days though, it should show on the real time delay, and confronting it with a pingtest I guess you could determine it's not coming from your internet..
( bush
Profile Joined April 2011
321 Posts
September 27 2013 13:42 GMT
#6
My real time delay was 177 - 222 on NA, 300 - 400 on EU, 480 - 600 on KR and 550 - 600 on SEA. Is it that bad?
oo
tar
Profile Joined October 2010
Germany991 Posts
September 27 2013 14:01 GMT
#7
first of all really nice to have this, ty!

I get 177 or 222 yet nothing else. it's rather weird to have just those 2 fixed values, isn't it?
whoever I pick for my anti team turns gosu
qxc
Profile Blog Joined May 2009
United States550 Posts
September 27 2013 14:39 GMT
#8
curious as to how this works, as others have mentioned getting specific values that alternate... ranging frmo ~3.1 to 4.5 on KR
ProgamerDesigner of Aeon's End
Bodzilla
Profile Joined March 2011
Australia472 Posts
Last Edited: 2013-09-27 15:02:19
September 27 2013 15:01 GMT
#9
Australian here

_______delay(realtime)_____frames

America ___.31--.35 _________8
EU________.44--.48 ________12
KR _______.35--.57 _________11
SEA ______.31--.35 _________8


Heres my results, Kr was the most unstable for me, with pretty erratic spikes
when life gives you lemons, make banelings
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-09-27 15:37:38
September 27 2013 15:36 GMT
#10
On September 27 2013 23:39 qxc wrote:
curious as to how this works, as others have mentioned getting specific values that alternate... ranging frmo ~3.1 to 4.5 on KR


This trigger starts the test. It starts the timers and makes a dialog item react to the mouse. The dialog item is all over the screen (9999x9999 pixels in sc2's internal UI resolution... that everywhere on the screen for pretty much everyone).

This is the timer for the game frames.

This is the trigger that detects the mouse over on the dialog item that was set to react to the mouse.

On September 27 2013 23:01 tar wrote:
first of all really nice to have this, ty!

I get 177 or 222 yet nothing else. it's rather weird to have just those 2 fixed values, isn't it?

One game second consists out of 16 game frames and we are playing with faster which is 1.4x the normal speed.
(1/16) / 1.4 = 0.0446 second of real time.

These are the steps between the real time values that are measured. That is the real time length of a single game frame on faster game speed.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
paddyz
Profile Joined May 2011
Ireland628 Posts
September 27 2013 16:11 GMT
#11
My results per region: http://imgur.com/1Jp43Hl
tar
Profile Joined October 2010
Germany991 Posts
September 27 2013 16:18 GMT
#12
I see. I was confusing it with the actual net ping. Ty, still very nice thing to have
whoever I pick for my anti team turns gosu
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
September 27 2013 16:54 GMT
#13
Might as well test when i'm there.
From doha (Qatar) :

NA_Ping : 0.2666_Frames : 6
EU_Ping : 0.1777_Frames : 5
KR_Ping : 0.4443_Frames : 10
SEA_Ping : 0.8442_Frames : 12 (unstable)


RIP MKP
Garnet
Profile Blog Joined February 2006
Vietnam9056 Posts
September 27 2013 22:53 GMT
#14
How do I read the results? I have 0.35 Delay (real time) and 0.5 skipped game time. How does that translate to ping?
Lysergic
Profile Joined December 2010
United States355 Posts
September 28 2013 00:17 GMT
#15
On September 28 2013 07:53 Garnet wrote:
How do I read the results? I have 0.35 Delay (real time) and 0.5 skipped game time. How does that translate to ping?


0.35 Delay would mean 350 ms ping
Garnet
Profile Blog Joined February 2006
Vietnam9056 Posts
October 03 2013 13:59 GMT
#16
On September 28 2013 09:17 lysergic wrote:
Show nested quote +
On September 28 2013 07:53 Garnet wrote:
How do I read the results? I have 0.35 Delay (real time) and 0.5 skipped game time. How does that translate to ping?


0.35 Delay would mean 350 ms ping

That's surprising. When I do a tracert to the server's IP it's only 150ms.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
October 05 2013 15:49 GMT
#17
we are playing with faster which is 1.4x the normal speed.


It's 1.38*, not 1.4 mate

I've got 5-6 frames on EU consistent, which is pretty nice i think
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
October 05 2013 16:05 GMT
#18
This is great!
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-10-05 16:30:06
October 05 2013 16:21 GMT
#19
On October 06 2013 00:49 Cyro wrote:
Show nested quote +
we are playing with faster which is 1.4x the normal speed.


It's 1.38*, not 1.4 mate

I've got 5-6 frames on EU consistent, which is pretty nice i think

It's 1.4, if you only consider what the game runs in locally. It's the value the game would reach in a perfect environment. 1.38 was an approximate value measured ages ago from times a human stopped himself when the game. I don't think that value is still accurate.

Ingame, on battle.net, it actually measures 1.4065 as a factor, if you start two timers for game and real time and keep displaying the calculated factor between the two elapsed times.

5-6 frames delay seems to be a good connection. So far, I don't know if anyone has better values than constant 5 game frames.

edit:
Also, the most important value is the amount of skipped game frames or the game time. Since the game progresses in intervals, the input just needs to arrive before the next game frame execution.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
October 05 2013 16:29 GMT
#20
Really? Everyone's been saying 1.38 for four years! D:
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Chemist
Profile Joined November 2011
Austria127 Posts
October 05 2013 17:13 GMT
#21
Imho this map doesn't work. I got 0.1777 too, and stable, except i move my screen, then it jumps to 0.2666, if i stop moving it's back to 0.1777. Doesn't make any sense
Ahli
Profile Joined May 2012
Germany355 Posts
October 05 2013 17:53 GMT
#22
On October 06 2013 02:13 Chemist wrote:
Imho this map doesn't work. I got 0.1777 too, and stable, except i move my screen, then it jumps to 0.2666, if i stop moving it's back to 0.1777. Doesn't make any sense

Moving the screen is input, too. Maybe that amount of additional input has an impact on the delay with your connection. It has no impact on the connection I'm currently using.

Also, this map is just measuring. The only time it breaks is when you move your mouse on the menu buttons or tab out the game making your mouse not being able to fire the trigger to stop the measurement.
If you keep moving the mouse it can actually increase, too. The event used for that can cause that problem. For example, I can make my connection to KR worse when I just keep moving the mouse. But I will update the map in 1-2 weeks when I get back to my appartment to not use the "Mouse moved" event and instead to measure the latency immediatly after receiving the mouse reaction.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Ahli
Profile Joined May 2012
Germany355 Posts
October 09 2013 22:40 GMT
#23
I've updated the map to automatically start the tests after a small random delay. I've fixed the game loop delay value, too. It was displayed one too high.

The connection seems to appear to be more unstable on my home region with automatically repeating tests, but I can't freak out my connection to KR anymore because of the mouse move event. I don't know why it's unstable now, but I assume it's not battle.net having a bad day. It might have something to do with the buffers the bandwith demanding trigger events use.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
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