• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:14
CEST 15:14
KST 22:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course10Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Maestros of The Game 2 announcement and schedule !8Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Master Swan Open (Global Bronze-Master 2) 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) WardiTV Mondays
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
ASL Tickets to Live Event Finals? [ASL21] Ro4 Preview: On Course Quality of life changes in BW that you will like ? Why there arent any 256x256 pro maps? RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Semifinals A [BSL22] RO16 Group Stage - 02 - 10 May [Megathread] Daily Proleagues [ASL21] Ro8 Day 3
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Path of Exile Nintendo Switch Thread Daigo vs Menard Best of 10
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread The Letting Off Steam Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1500 users

Analysis of NA, EU, KR, Local latency from NA

Forum Index > SC2 General
Post a Reply
1 2 Next All
bwally
Profile Joined December 2010
United States670 Posts
Last Edited: 2011-07-13 19:16:52
July 12 2011 23:57 GMT
#1
Description:
Ok so basically I have seen many questions regarding latency across different servers so I decided to create a video demonstrating the latency from Myself->NA, Myself->EU, Myself->KR, Single Player aka Local, and "cracked" LAN. I am located on the East Coast (NY) of the USA. In addition to the video I added some "empirical" evidence/numbers.

Not sure if anyone has done all of these tests but here it is anyway.

Details:
These are the blizzard SC2 logon servers for each region, they may be a different entity than actual game servers, but I figure they are probably close in distance. There might be others that will automatically adjust for your location but I have no evidence or way to find this at the moment.

NA: 12.129.206.130 (us.logon.battle.net) located in CA, USA
EU: 213.248.127.130 (eu.logon.battle.net) located in Paris, France or UK? (Close enough regardless)
KR: 121.254.200.130 (kr.logon.battle.net) located in Seoul, Korea

Since I can't directly send ICMP packets (Ping) to each IP I did a speedtest.net ping to servers located in the same country/state.

The results for me are this (round-trip time):
NA: 70-80ms
EU: 85-120ms
KR: 210-242ms (Ouch)

Traceroutes:
+ Show Spoiler [NA] +
21 79 ms 78 ms 80 ms mdf001c7613r0003-gig-10-1.lax1.attens.net [12.129.193.242]
22 12.129.211.34 reports: Destination net unreachable.

+ Show Spoiler [EU] +
8 285 ms 10 ms 18 ms nyk-bb2-link.telia.net [213.155.130.244]
9 110 ms 109 ms 112 ms ffm-bb2-link.telia.net [213.155.131.150]
10 116 ms 118 ms 117 ms ffm-b10-link.telia.net [80.91.251.124]
11 * * * Request timed out.
12 * * * Request timed out.
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 * * * Request timed out.
19 * * * Request timed out.
20 * * * Request timed out.
21 * * * Request timed out.
22 * * * Request timed out.
23 * * * Request timed out.
24 * * * Request timed out.
25 * * * Request timed out.
26 * * * Request timed out.
27 * * * Request timed out.
28 * * * Request timed out.
29 * * * Request timed out.
30 * * * Request timed out.

+ Show Spoiler [KR] +
12 83 ms 80 ms 79 ms te0-0-0-5.ccr21.lax01.atlas.cogentco.com [154.54.0.221]
13 80 ms 88 ms 79 ms te9-1.ccr02.lax05.atlas.cogentco.com [154.54.44.130]
14 79 ms 81 ms 80 ms 38.104.84.42
15 190 ms 189 ms 189 ms gi12-0-0.cr2.nrt1.asianetcom.net [202.147.0.125]
16 225 ms 223 ms 226 ms po3-0.gw4.sel2.asianetcom.net [202.147.8.73]
17 210 ms 211 ms 210 ms LGT-0001.gw3.sel2.asianetcom.net [202.147.9.18]
18 232 ms 233 ms 243 ms 1.208.104.245
19 213 ms 213 ms 212 ms 211.233.55.126
20 212 ms 212 ms 210 ms 211.234.120.150
21 121.254.199.42 reports: Destination net unreachable.



Video:
I created this video showing each server "test", it's quite bland :D


Timestamps:
NA - 00:00 to 02:08
EU - 02:08 to 04:30
KR - 04:30 to 07:54
Local - 07:54 to 10:32


Analysis:
So after I created the video I went back and did a frame by frame analysis to determine a rough latency. I used the rally point for most samples since it seemed to be the easiest to tell when the "reaction" happened. Also I am pretty sure there is no acceleration property of movement like a unit would have, slow ass Overseer, therefore setting the rally point should be as fast as possible.

So basically the first sign of the 4 greens arrows is where I set the "start" point frame. Shown Below
[image loading]

and I stopped on the first frame where the rally point changed. Shown Below
[image loading]


+ Show Spoiler [Latency Samples] +
NA:
Click @ frame 2686
Reaction @ frame 2694
Delay = 8 frames

Click @ frame 2794
Reaction @ frame 2800
Delay = 6 frames

Click @ frame 2830
Reaction @ frame 2837
Delay = 7 frames

Click @ frame 2886
Reaction @ frame 2893
Delay = 7 frames


EU:
Click @ frame 5210
Reaction @ frame 5219
Delay = 9 frames

Click @ frame 5269
Reaction @ frame 5278
Delay = 9 frames

Click @ frame 5325
Reaction @ frame 5334
Delay = 9 frames

Click @ frame 5387
Reaction @ frame 5394
Delay = 9 frames


KR:
Click @ frame 11599
Reaction @ frame 11614
Delay = 15 frames

Click @ frame 11839
Reaction @ frame 11854
Delay = 15 frames

Click @ frame 11978
Reaction @ frame 11991
Delay = 13 frames

Click @ frame 12533
Reaction @ frame 12546
Delay = 13 frames


Local:
Click @ frame 15648
Reaction @ frame 15649
Delay = 1 frame

Click @ frame 15680
Reaction @ frame 15682
Delay = 2 frames

Click @ frame 15735
Reaction @ frame 15736
Delay = 1 frame

Click @ frame 15983
Reaction @ frame 15984
Delay = 1 frame

Cracked LAN (Separate Video Source):
Click @ frame 375
Reaction @ frame 382
Delay = 7 frame

Click @ frame 403
Reaction @ frame 411
Delay = 7 frame

Click @ frame 433
Reaction @ frame 442
Delay = 9 frame

Click @ frame 468
Reaction @ frame 475
Delay = 7 frame


So here are the average frame delay:

NA: 7 frames
EU: 9 frames
KR: 14 frames
Local: ~1.25 frames (really don't have this precision but whatever)
Cracked LAN: ~7.5 frames

The video is 29.970 fps (frames per second) which means:
1 frame = (1sec / 29.970fps) * (1000ms / 1sec) = 33.37 ms (milliseconds), per frame

Conclusion:
For my location (USEast) to these servers, can be looked at as round-trip time:

NA: 233.59 ms avg
EU: 300.33 ms avg
KR: 467.18 ms avg
Local: 41.71 ms avg
Cracked LAN: 250.27 ms avg

Regarding "Cracked" LAN: My guess is that the code/server routine is not optimized at all. It does have to emulate the async aspect of the engine and probably does it as slow as possible to not throw desync type errors (no idea though, haven't analyzed the emu server enough). I have had to do the test with 2 SC2 clients open but it didn't seem to slow anything. This also doesn't mean that blizzard's implementation of LAN would be relativity "slow" as well or a modified version of this emu could have a lower latency or there is a hard minimum latency that cannot be reduced, however this is just speculation.

NA vs Local: 82.1% less latency than on NA
NA vs EU: 28.5% more latency than on NA
NA vs KR: 100% more latency than on NA

EU vs KR: 55% more latency than on EU

To explain the percentages let's say if you have 40ms vs 80ms on 2 different regions you probably couldn't tell the difference in a game but 80ms is actually 100% more laggy than 40ms. So you have to know at which point this time becomes noticeable.

Since I record all the samples in the same way looking at the actual delay number is probably not as useful as looking at the delta time between each region. Of course this might not be true if you're talking about really high latencies like 400ms+ which would feel much worse. Then you can say that this region is XX% times worse than your normal region.

Now there might be some errors created from recording at a low framerate and you could get an even more accurate number by increasing the recording framerate but I think these numbers are good enough.


Reading:
If you want to know why ICMP ping is not really as useful as this measurement read this.
dartoo
Profile Joined May 2010
India2889 Posts
Last Edited: 2011-07-13 00:04:02
July 13 2011 00:02 GMT
#2
You could do a tracert to each blizzard server right? That might be more cleaner way of doing it..

Edit:Hmm..why couldnt you send packets to the ip? i dont understand..if you couldnt send packets then how can you play?
bwally
Profile Joined December 2010
United States670 Posts
Last Edited: 2011-07-13 00:11:10
July 13 2011 00:06 GMT
#3
On July 13 2011 09:02 dartoo wrote:
You could do a tracert to each blizzard server right? That might be more cleaner way of doing it..

Edit:Hmm..why couldnt you send packets to the ip? i dont understand..if you couldnt send packets then how can you play?


The actual ping doesn't matter too much because there is inherent latency from how the game engine works and the latency I "calculated" is more meaningful. But you would get something like this trying to ping, Blizzard blocking ping requests I guess:

ping 12.129.206.130
Pinging 12.129.206.130 with 32 bytes of data:
Reply from 12.129.211.34: Destination net unreachable.
Reply from 12.129.211.34: Destination net unreachable.

The latency I "calculated" is based on seeing actual game events so I think it's pretty good.
Mohdoo
Profile Joined August 2007
United States15743 Posts
July 13 2011 00:12 GMT
#4
This is a wayyyy better way of testing lag on each server, mad props, OP!
lazydino
Profile Joined October 2010
Canada331 Posts
July 13 2011 00:47 GMT
#5
My NA-NA latency is equivalent to your NA-KR latency. Fucking telus
"I have this moron thing that I do, it's called thinking" - George Carlin
alexhard
Profile Joined May 2010
Sweden317 Posts
Last Edited: 2011-07-13 01:08:35
July 13 2011 01:06 GMT
#6
242ms only appears to be much worse than the others. The fact is that anything below 200ms is irrelevant, because that's the minimum that the hosting servers enforce. 42ms above that is sub-optimal of course, but not really that bad.

OTOH, why is your local latency that high? Is it an artifact of the measurement method or is the game simply that clunky?
Lunares
Profile Joined May 2010
United States909 Posts
July 13 2011 01:09 GMT
#7
On July 13 2011 10:06 alexhard wrote:
242ms only appears to be much worse than the others. The fact is that anything below 200ms is irrelevant, because that's the minimum that the hosting servers enforce. 42ms above that is sub-optimal of course, but not really that bad.

OTOH, why is your local latency that high? Is it an artifact of the measurement method or is the game simply that clunky?


Except if you look at measured latency not just ping latency korea is at almost 400ms, which is a significant amount for sure.
bwally
Profile Joined December 2010
United States670 Posts
Last Edited: 2011-07-13 03:48:32
July 13 2011 02:02 GMT
#8
On July 13 2011 10:09 Lunares wrote:
Show nested quote +
On July 13 2011 10:06 alexhard wrote:
242ms only appears to be much worse than the others. The fact is that anything below 200ms is irrelevant, because that's the minimum that the hosting servers enforce. 42ms above that is sub-optimal of course, but not really that bad.

OTOH, why is your local latency that high? Is it an artifact of the measurement method or is the game simply that clunky?


Except if you look at measured latency not just ping latency korea is at almost 400ms, which is a significant amount for sure.


Yea, exactly like I said this is a more meaningful number than ping. Because this latency is everything the game engine adds in addition to the physical limitation of protocol specs, network hardware, network routing, and speed of light.

Also the resolution I have is ~33ms due to 1 frame increments equaling 33ms at the recorded framerate. So the local latency could possibly be less if you simply record it at a high framerate to find the lowest latency possible.

Interesting article on why you have these inherent delays: http://altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/
mapthesoul
Profile Blog Joined March 2010
Trinidad/Tobago429 Posts
July 13 2011 02:13 GMT
#9
Would love to see an analysis of EU to KR.
It's pretty laggy EU to US in my experience.
DirtYLOu
Profile Joined May 2010
575 Posts
July 13 2011 02:16 GMT
#10
Way to go.

60ms on NA LOL

1ms lan latency plox.
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
July 13 2011 02:16 GMT
#11
Excellent way of analysing latency! I've got to try this
Pulzlulz
Profile Blog Joined October 2010
Germany412 Posts
July 13 2011 02:40 GMT
#12
Would you consider trying out the cracked LAN version for a Single Player - LAN comparison?
ehalf
Profile Joined September 2010
408 Posts
July 13 2011 03:33 GMT
#13
Interesting. I also live in the US east and my ping to the servers are:
NA:80
EU:150
KR:350

Play on ping with 150 is sometimes noticeable but generally hardly affect the gameplay. But 300ms ping is killing me,
aksfjh
Profile Joined November 2010
United States4853 Posts
July 13 2011 03:38 GMT
#14
On July 13 2011 11:16 DirtYLOu wrote:
Way to go.

60ms on NA LOL

1ms lan latency plox.


I don't think you can even get that with somebody down the street unless you dumped almost all protocols and parity out the window.
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
July 13 2011 04:52 GMT
#15
So far in the 5 games I've played on TW server, the lag seems alright. Better than me playing on EU honestly. Theres afew spikes, but mainly its pretty consistent, and a lot less hiccups than EU. Granted, this is only 5 games as opposed to ~150 ive played on EU, so we'll see when I play more

(im in Eastern Canada)
Canada Gaming ~~ The-Feared
OmniscientSC2
Profile Blog Joined January 2010
United States713 Posts
July 13 2011 05:12 GMT
#16
Dope. I really wish I could get LAN Latency in ZvZs though =\ Makes Ling/Baneling so much easier with manual detonation. I've noticed that my lag isn't too bad from US to KOR all the time. It's decent until peak hours which is when it gets a bit unplayable.
"Did you know about Day and the Wicker Basket?" - Harem "Hi, I'm from Texas." -TLO
Benga
Profile Joined October 2010
Korea (South)471 Posts
July 13 2011 08:17 GMT
#17
Lol how could the koreans compete and mostly win the tournaments in Nasl,TL Open...
hi
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-07-13 11:34:30
July 13 2011 11:34 GMT
#18
So if the tracert to kr.logon.battle.net results in 400ms near the end is purchasing a KR account a waste of $?
brrrtmn
Profile Joined April 2010
Russian Federation154 Posts
July 13 2011 12:15 GMT
#19
On July 13 2011 20:34 arbitrageur wrote:
So if the tracert to kr.logon.battle.net results in 400ms near the end is purchasing a KR account a waste of $?

will be laggy as hell
Not_That
Profile Joined April 2011
287 Posts
July 13 2011 13:22 GMT
#20
I want to congratulate the OP for using frames passed between click and action to determine latency. This is the only way that matters. tracert is irrelevant. I hope everyone start using this method to estimate their sc2 latency so that results would actually mean something for discussions.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#86
WardiTV599
Rex113
Liquipedia
GSL
08:00
2026 Season 2: Qualifiers
ByuN vs sOsLIVE!
SHIN vs Creator
Zoun vs Cure
IntoTheiNu 1104
CranKy Ducklings SOOP115
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko415
OGKoka 293
Rex 113
ProTech32
StarCraft: Brood War
Calm 9134
Bisu 2732
Sea 1963
Jaedong 1499
Leta 1259
Horang2 966
EffOrt 517
Hyuk 508
BeSt 370
actioN 301
[ Show more ]
Mini 263
Rush 201
ZerO 196
Larva 191
ggaemo 178
Soulkey 175
Snow 156
Pusan 106
Bonyth 97
Mind 90
Hyun 90
firebathero 84
Sea.KH 68
Sharp 67
HiyA 52
Aegong 50
Killer 40
Mong 34
soO 20
sorry 19
Hm[arnc] 17
Barracks 15
IntoTheRainbow 12
[sc1f]eonzerg 10
SilentControl 9
Icarus 6
Bale 6
Movie 6
Terrorterran 6
Dota 2
XcaliburYe299
Gorgc156
Counter-Strike
byalli308
Other Games
hiko696
B2W.Neo685
crisheroes208
monkeys_forever133
elazer95
ArmadaUGS88
Livibee52
ZerO(Twitch)8
Organizations
Counter-Strike
PGL28553
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• iHatsuTV 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis5551
• TFBlade1288
Other Games
• WagamamaTV449
Upcoming Events
Monday Night Weeklies
2h 46m
OSC
10h 46m
CranKy Ducklings
20h 46m
Afreeca Starleague
20h 46m
Light vs Flash
Replay Cast
1d 19h
Replay Cast
2 days
The PondCast
2 days
OSC
2 days
Replay Cast
3 days
RSL Revival
3 days
[ Show More ]
OSC
3 days
Korean StarCraft League
4 days
RSL Revival
4 days
BSL
5 days
GSL
5 days
Cure vs TBD
TBD vs Maru
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2026 SPRING (S20)
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.