Last edited by Marooned; 2012-07-07 at 02:06 AM.
Yeah, you're in the wrong forum. This is GW2.
Yep Roggles, he's talking about WoW.
Wish my damn area would just have fiber optics already. That shit is the best.
76 last time I checked.
Anything below 200 is perfectly playable, regardless at what level you raid at ( For the people that are like " I push world firsts, I can't have over 100! Well I played for 4 years pushing world firsts on a US realm from England with 175-250 ping and it was fine )
Short explanation: it's internet equivalent of snake oil. Modifying current implementation in modern OS's and games will likely degrade performance.
Long explanation: TCP protocol used to carry data packed inside IP packets uses a three way handshake. It essentially establishes connections and confirms packets with "ACK" packet (acknowledged). Specifically it goes like this: "Client > server [I want to open TCP connection]. Server > client: [ACK, I want to open connection back to you as well]. Client > server: [ACK]."
Result is that both client and server have established TCP connection to each other.
Problem is, as most traffic on modern internet is about sending a lot of small stuff over separate TCP connections such as web browsing, the triple handshake used to establish connection becomes a bottleneck as in many cases your browser will fetch many web page elements at once, and open separate TCP connection for every element. So OS like Microsoft Windows delays sending ACK packets and packages them together into a single low level IP packet to save bandwith rather then package each TCP ACK into its own IP packet and fire it off right away.
This also causes most games that use TCP for their data traffic to get a bit of extra latency when latency is used for TCP pings, because it won't ACK the connection until enough of them are buffered and sent all together.
Impact on real gameplay is actually non-existent to detrimental. It's the internet equivalent of snake oil. You'll have uninformed people swear on their mother's grave that it took half of their latency off and they see it. In reality, it just makes the round trip for ping's ACK packets faster, without impacting the actual data stream that is sent as payload (actual game data) over already established connection and is not impacted by ACK latency. In fact, in most cases prioritising ACK's may cause marginal degradation to your actual performance as ACK's will receive same priority to send as actual payload and increasing total traffic marginally (extra IP packet for every two TCP ACK's).
Essentially, for game performance, it's not the ACK's on connection establishing that matter, but payload over already established TCP connection.
On the other hand, disabling Nagle's algorithm (TCPdelay) will improve your performance with most TCP games, however most games that use TCP already tell OS to disable it for them so it's a moot point.
I used to do a lot of networking on apartment-block serving routers and switches back in university, and did quite a bit of network optimization work. The reason why this "fix" is so known is because long in past WoW didn't tell OS to disable Nagle's algorithm, causing noticeable performance improvement when it was switched off on OS level. This bug has been fixed years ago, and since when the fix kept haunting people who wanted to squeeze every little bit of latency out of their connections in order to get better performance. TCPackfrequency is basically "omg, smaller number on my pings" without actually understanding what happens under the hood. Think someone seeing that "wow, I can rev engine so high when gear is in neutral!" when it's the performance under load that actually matters when driving.
Last edited by Lucky_; 2012-07-07 at 02:15 AM.
It's similar to getting 60 fps for the first time. Once you have it, you never go back. It's that way with latency as well. 150+ is fine if that's all you know, but once you taste the sweet delight that is 50 ms, nothing else will do.
Last edited by Quanille; 2012-07-07 at 11:05 AM.
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The average human reaction time is 150-300 ms. A blink is 300-400 ms. A difference of 50-100 ms wont make or break your performance. You might tell yourself that it feel slower but 100 ms is so fast that you wont even notice it.
So it depends on how you plan to play the game, but anyone thinking about really going for the competitive sPvP will clearly want as low of a ping as possible.
---------- Post added 2012-07-07 at 04:57 PM ----------
Also, as a point of reference for other people in the EU, my own ping to the Pingtest server in Austin, Texas is 158ms, with Comhem as my internet service provider (Sweden, naturally). As stated previously in the thread, your own ping may vary depending on multiple factors, the most contributing ones being your ISP and the quality of your broadband cables.
So it depends on how you play it. I wouldnt mind between 100 or 50, because i wont be playing super competitive. But if i was, i'd murder to get less ping.