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Ping in Games?????


Whats the better option when optimizing a network?  

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  1. 1. Whats the better option when optimizing a network?

    • Bandwidth
    • Latency
    • Both

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The problum with ping judging games is the fact that an oc 3 with ping of 100 is quicker responding than say a 56k modem at 100 ping. Thats why new games need network management apps built in.

cause the two have same ping doesn't mean there running same speed

why they should judge with ping and internet speed both

They do this on css and hl2 using set network speed and ping to server, but its still very inaccurate. It wouldn't be as inaccurate if they were managed as one, using some kind of gaming network management software optimized and built intoeach online game.

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with low bandwidth you will get packetloss when you hit the cap

VanBuren :)

Another question today Van Buren  :D

Does that apply for dial-up?

I am putting in the results if a NDT test.I beleive all dial-up is considered low bandwidth isn't it.

In the test is shows no packet loss but the RTT seem large to me.Tell me what you think.I know this test is not to accurate but it gives results on packet loss & it would be above my "cap" if you can call what dialup has a cap.

WEB100 Enabled Statistics:

Checking for Middleboxes . . . . . . . . . . . . . . . . . .  Done

running 10s outbound test (client to server) . . . . . 121.24Kb/s

running 10s inbound test (server to client) . . . . . . 110.78kb/s

------  Client System Details  ------

OS data: Name = Windows Me, Architecture = x86, Version = 4.90

Java data: Vendor = Sun Microsystems Inc., Version = 1.5.0_01

------  Web100 Detailed Analysis  ------

Cable modem/DSL/T1 link found.

Link set to Full Duplex mode

Information: throughput is limited by other network traffic.

Good network cable(s) found

Normal duplex operation found.

Web100 reports the Round trip time = 723.6 msec; the Packet size = 1460 Bytes; and

No packet loss was observed.

This connection is network limited 99.97% of the time.

Web100 reports TCP negotiated the optional Performance Settings to:

RFC 2018 Selective Acknowledgment: ON

RFC 896 Nagle Algorithm: ON

RFC 3168 Explicit Congestion Notification: OFF

RFC 1323 Time Stamping: OFF

RFC 1323 Window Scaling: ON

Packet size is preserved End-to-End

Server IP addresses are preserved End-to-End

Client IP addresses are preserved End-to-End

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Cholla :)

yea that apply for dial-up aswell

multiplayer games using UDP protocol and with that server send packets at a certain rate, nomatter if your connection can handle it or not, when your using all your bandwith and server try to send you more packets then your cap can handle, the packet will be lost

the NDT test using TCP protocol so the server cant send the packets faster then your connection ask the server to transfer, cos you need to send acknowledgepackets to server that you received the last packet before the server can send a new one, and if you didnt get the last packet the server will resend it.

VanBuren :)

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normaly when building large networks you have choice to optimize for one or other on newer networks

i just find it intresting you know those isps that have high latencys but high bandwidth like comcast but dsl is usly optimized for latency unlike cable do to not sharing the head end and only the pipe like speakeasy does

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