Summary:
![[image loading]](http://www.gibybo.com/winup/91823386764830664168.jpg)
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?
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Gibybo
United States229 Posts
Summary: ![]() 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? | ||
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yariza
United States28 Posts
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ruXxar
Norway5669 Posts
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TheYango
United States47024 Posts
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? | ||
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Motiva
United States1774 Posts
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Silent12ill
United States358 Posts
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Gibybo
United States229 Posts
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Tsagacity
United States2124 Posts
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LuDwig-
Italy1143 Posts
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TossFloss
Canada606 Posts
On March 05 2010 16:17 Gibybo wrote: HoN is not a P2P, every game is hosted on a dedicated server... Doesn't matter. | ||
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Gibybo
United States229 Posts
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. | ||
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TossFloss
Canada606 Posts
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. | ||
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DanceDance
226 Posts
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T.O.P.
Hong Kong4685 Posts
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ZenDeX
Philippines2916 Posts
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tec27
United States3702 Posts
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. | ||
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Mikilatov
United States3897 Posts
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Adeeler
United Kingdom764 Posts
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. | ||
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spitball
Australia81 Posts
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. | ||
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stenole
Norway869 Posts
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