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Forum Index > SC2 General
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Gibybo
Profile Joined May 2007
United States229 Posts
March 05 2010 07:10 GMT
#1
http://gibybo.com/sc2/latency.html

Summary:
[image loading]


Tested by recording with FRAPS then counting frames between clicks and unit reactions, see link for more details.

Looks like Blizzard is stuck in the 90s?
yariza
Profile Joined February 2010
United States28 Posts
March 05 2010 07:11 GMT
#2
Hope they address this issue =/
You can never do too much of anything expect everything...
ruXxar
Profile Blog Joined January 2009
Norway5669 Posts
March 05 2010 07:12 GMT
#3
Wow wtf. Why would blizzard not implement lan latency. That's pretty sloppy by blizzard. I can see no reason why you'd not want lan latency.
"alright guys im claiming my role im actually politician I can manipulate a persons vote during the day phase, used it on clarity last phase and forced him to vote for HF. full role name donald trump, definitely town sided". - EBH
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-03-05 07:14:43
March 05 2010 07:12 GMT
#4
Someone in EU needs to test this as well, since, according to some, there's less latency there.

Also, isn't HoN P2P, meaning that if you start a game with no one else in it, you're not actually connecting to anyone once the game starts?
Moderator
Motiva
Profile Joined November 2007
United States1774 Posts
March 05 2010 07:14 GMT
#5
Nice work here. Blizzard definitely needs to see this and really get on it. This is integral imo.
Silent12ill
Profile Blog Joined November 2009
United States358 Posts
March 05 2010 07:14 GMT
#6
Of all things that should have been worked on first.
Gibybo
Profile Joined May 2007
United States229 Posts
March 05 2010 07:17 GMT
#7
HoN is not a P2P, every game is hosted on a dedicated server (except maybe practice games). I selected a USW server (where I live) when I created the game, and I joined it with another client so there were two 'players' in it.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2010-03-05 07:17:33
March 05 2010 07:17 GMT
#8
Fix this and the unit AI that makes units feel like magnets and micro in SC2 would probably be 10x better/more interesting to watch >.<
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
March 05 2010 07:34 GMT
#9
this is one of the biggest priority. The main reason is because they removed lan mode from sc2. Do you imagine host progamers games with lag? .___.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 05 2010 07:41 GMT
#10
On March 05 2010 16:17 Gibybo wrote:
HoN is not a P2P, every game is hosted on a dedicated server...


Doesn't matter.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
Gibybo
Profile Joined May 2007
United States229 Posts
March 05 2010 07:47 GMT
#11
On March 05 2010 16:41 TossFloss wrote:
Show nested quote +
On March 05 2010 16:17 Gibybo wrote:
HoN is not a P2P, every game is hosted on a dedicated server...


Doesn't matter.

Eh? I was responding to the poster above me, I suppose I should have quoted him. It matters because if it was a local game, the latency test isn't nearly as meaningful.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 05 2010 07:50 GMT
#12
On March 05 2010 16:47 Gibybo wrote:
Show nested quote +
On March 05 2010 16:41 TossFloss wrote:
On March 05 2010 16:17 Gibybo wrote:
HoN is not a P2P, every game is hosted on a dedicated server...


Doesn't matter.

Eh? I was responding to the poster above me, I suppose I should have quoted him. It matters because if it was a local game, the latency test isn't nearly as meaningful.


Oops. My bad.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
DanceDance
Profile Joined November 2008
226 Posts
March 05 2010 07:53 GMT
#13
360 latency is kind of disappointing but still playable
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
March 05 2010 07:54 GMT
#14
That's really high latency considering the tester played against a computer.
Oracle comes in, Scvs go down, never a miscommunication.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
March 05 2010 07:56 GMT
#15
iCCup should take over the ladder once more.
tec27
Profile Blog Joined June 2004
United States3718 Posts
March 05 2010 08:00 GMT
#16
On March 05 2010 16:54 T.O.P. wrote:
That's really high latency considering the tester played against a computer.

You can only play computers online atm, so thats kind of irrelevant. (So long as all the other tests were also against a computer online) The client decides what rate to send the commands at, so it buffers them until it reaches that point. In BW, for example, the lowest latency without being single player is to send commands every 2 frames, so it buffers on even frames or sends on the odd ones (or vice versa, I can't remember). So even if you aren't playing with any actual players to send commands to, it still does this buffering.
Can you jam with the console cowboys in cyberspace?
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 05 2010 08:11 GMT
#17
Bummer. D= Hopefully Blizzard looks into this at least... I don't really know much about this stuff, but I can't imagine it'd be a very tough issue for an organization like Blizzard to tackle?
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-03-05 08:39:13
March 05 2010 08:33 GMT
#18
Doesn't no Lan support mean they can't implement this though; without adding in direct communication between players which they don't want so everyone goes via bnet always.

There is also the issue of whether the games runs on ticks rather then unlimited. I believe its the former system to cause more precise/regular sync between players.
spitball
Profile Blog Joined August 2008
Australia81 Posts
March 05 2010 08:35 GMT
#19
On March 05 2010 16:12 ruXxar wrote:
Wow wtf. Why would blizzard not implement lan latency. That's pretty sloppy by blizzard. I can see no reason why you'd not want lan latency.

There's no such thing as "implementing lan latency". The "lan latency" plugin for BW just changes some variables in the client that were still set for dial-up connections (or something like that, anyway). There's no special code that magically reduces latency between computers on the internet.
stenole
Profile Blog Joined April 2004
Norway869 Posts
March 05 2010 08:36 GMT
#20
I hope this is something that Blizzard can easily change by just setting a number lower in their code and that the game doesn't actually require that much time to figure out what needs to happen. I'm guessing they want to create a consistent experience between playing singleplayer, local multiplayer and intercontinental multiplayer, valueing that higher than controllability.
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