![[image loading]](http://speedtest.net/result/2469748184.png)
After the switch, I have this:
![[image loading]](http://speedtest.net/result/2473884319.png)
Will 6ms to 36ms ping affect SC2 gameplay+streaming, or there will be no difference?
Thanks!
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AznBoy00
Canada166 Posts
![]() After the switch, I have this: ![]() Will 6ms to 36ms ping affect SC2 gameplay+streaming, or there will be no difference? Thanks! | ||
ApBuLLet
United States604 Posts
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Grobyc
Canada18410 Posts
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Deckard.666
152 Posts
Besides, doesn't SC2 have a built in delay, so everyone is on even playing ground no matter your ping (as long as it's not REALLY high)? | ||
Grobyc
Canada18410 Posts
On January 31 2013 04:53 Deckard.666 wrote: I play with a ~220 ms ping. You end up being used to it, and don't even notice it at the end. A 30 ms ping difference shouldn't even bother you. Besides, doesn't SC2 have a built in delay, so everyone is on even playing ground no matter your ping (as long as it's not REALLY high)? Uhhh, what? I don't think that's correct. If Joe has 100ms latency to b.net servers and Bob has 200ms latency to b.net servers how does Joe not have an explicit advantage? | ||
AznBoy00
Canada166 Posts
On January 31 2013 04:57 Grobyc wrote: Show nested quote + On January 31 2013 04:53 Deckard.666 wrote: I play with a ~220 ms ping. You end up being used to it, and don't even notice it at the end. A 30 ms ping difference shouldn't even bother you. Besides, doesn't SC2 have a built in delay, so everyone is on even playing ground no matter your ping (as long as it's not REALLY high)? Uhhh, what? I don't think that's correct. If Joe has 100ms latency to b.net servers and Bob has 200ms latency to b.net servers how does Joe not have an explicit advantage? So what the other guy is saying is that a marine can shoot earlier if you have lower ping? Definitively makes sense. | ||
jaj22
United Kingdom1376 Posts
On January 31 2013 04:53 Deckard.666 wrote: Besides, doesn't SC2 have a built in delay, so everyone is on even playing ground no matter your ping (as long as it's not REALLY high)? No. SC2 has a substantial built-in delay in addition to whatever ping you have. That's fairly common in online games, although SC2's is longer than most. | ||
AznBoy00
Canada166 Posts
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Grobyc
Canada18410 Posts
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kill619
United States212 Posts
On January 31 2013 05:20 AznBoy00 wrote: So they are trying to make the one who doesn't lag, to lag to be on equal delay? It has something to do with rts games having to run in p2p and the forced delay acts as a buffer to make sure everyones internet can keep up with the game so that it doesn't have to keep refreshing everything(ie. the screen that counts down when a player(s) is lagging) http://gaming.stackexchange.com/questions/65049/how-long-is-starcraft-2s-typical-input-delay-compared-to-other-competitive-game (The second answer is the one I was referring to, "Understanding why this question is somewhat meaningless requires an understanding of how Starcraft 2's network architecture works....") Not sure exactly how true all of it is, but it seemed like a reasonable explanation of the intentional delay. | ||
Grobyc
Canada18410 Posts
On January 31 2013 05:35 kill619 wrote: Show nested quote + On January 31 2013 05:20 AznBoy00 wrote: So they are trying to make the one who doesn't lag, to lag to be on equal delay? It has something to do with rts games having to run in p2p and the forced delay acts as a buffer to make sure everyones internet can keep up with the game so that it doesn't have to keep refreshing everything(ie. the screen that counts down when a player(s) is lagging) http://gaming.stackexchange.com/questions/65049/how-long-is-starcraft-2s-typical-input-delay-compared-to-other-competitive-game (The second answer is the one I was referring to, "Understanding why this question is somewhat meaningless requires an understanding of how Starcraft 2's network architecture works....") Not sure exactly how true all of it is, but it seemed like a reasonable explanation of the intentional delay. I'm pretty sure BW runs in P2P, but I thought SC2 doesn't because the service is hosted on the b.net servers? That way if you have good latency, but you're playing with someone from China, the person from China has bad latency, but it doesn't affect your connection to the server. This is different from BW, where is was P2P so the latency you had was the distance between you and your opponent, so if you were playing someone from China you would both have terrible lag. *Waits for R1CH or someone to come shit all over this post* ![]() | ||
kill619
United States212 Posts
On January 31 2013 05:47 Grobyc wrote: Show nested quote + On January 31 2013 05:35 kill619 wrote: On January 31 2013 05:20 AznBoy00 wrote: So they are trying to make the one who doesn't lag, to lag to be on equal delay? It has something to do with rts games having to run in p2p and the forced delay acts as a buffer to make sure everyones internet can keep up with the game so that it doesn't have to keep refreshing everything(ie. the screen that counts down when a player(s) is lagging) http://gaming.stackexchange.com/questions/65049/how-long-is-starcraft-2s-typical-input-delay-compared-to-other-competitive-game (The second answer is the one I was referring to, "Understanding why this question is somewhat meaningless requires an understanding of how Starcraft 2's network architecture works....") Not sure exactly how true all of it is, but it seemed like a reasonable explanation of the intentional delay. I'm pretty sure BW runs in P2P, but I thought SC2 doesn't because the service is hosted on the b.net servers? That way if you have good latency, but you're playing with someone from China, the person from China has bad latency, but it doesn't affect your connection to the server. This is different from BW, where is was P2P so the latency you had was the distance between you and your opponent, so if you were playing someone from China you would both have terrible lag. *Waits for R1CH or someone to come shit all over this post* ![]() Yea, i'm really just waiting for someone who knows more about this to find this thread too. The only reason I found that post in the first place was because one day I noticed the delay, relative to offline play, and spent 2 days tinkering with firewalls and talking to blizzard support to figure out how to get rid of the delay that was apparently suppose to be there. | ||
jaj22
United Kingdom1376 Posts
On January 31 2013 05:47 Grobyc wrote: I'm pretty sure BW runs in P2P, but I thought SC2 doesn't because the service is hosted on the b.net servers? The b.net servers don't do much for SC2, but they do more than that page suggests. As far as I can tell, what the servers do is merge the command lists from the clients into a single command stream that's then sent back to each client. When your commands are merged depends only on your latency, which is why your China example is correct. The server will also pause the command queue for everyone when it decides that a client (even a spectator) isn't keeping up, whether due to packet loss or CPU inadequacy. Note that RTS-type network architecture is incapable of coping with missing data, so any lost packets must be re-sent unless they have redundancy. This is why it's advantageous for bnet to add additional delay. | ||
LJ
203 Posts
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ApBuLLet
United States604 Posts
For example, I assume that the servers for NA are located in California, since that is where Blizzard is based. That would mean that people living in California would have a fairly substantial advantage over an opponent who lives somewhere on the east coast. Nobody wants to play a game where, despite having a perfectly good connection, they are at a 50ms disadvantage simply because of where they live, that's just not fair. Think of it as a clock that ticks every 200 ms. When the clock ticks, any actions that were performed by either player from the time of the last tick to the current tick are executed. Hopefully this clears things up! | ||
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