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So you, personally, in all the world, have 5000 Latency and you somehow think this is Blizzard's issue to fix? Millions of people connect fine, you have a problem, and you think it's Blizzard's fault? That makes perfect sense. It must be their anti-FishHead filter. Just get them to turn it off.
Yes they really reverted a change that shaved a 100 or 200ms of latency off people who already had a really good connection to prevent it from seriously impacting 1% of the population whose connections went to complete shit. That's good business and fair to customers. It's a shame, and I hope they can fix it so I can get those 100ms shaved off again, but I don't want to sacrifice someone else's ability to play at all so I can have an almost unnoticeablely better connection.
And that's exactly what happened. Networking is complicated, and as Brian points out his explanation is necessarily complicated as well. The change they made reduced latency at the expense of burst high bandwidth requirements. Much like we talk about damage being "spikey" in game, this caused the bandwidth requirements to become "spikey". That's harder on connections, just like "spikey" damage is harder on healers. Misconfigurations or supersaturation anywhere up or down your Internet stream can cause the "spikes" to get backed up. The problem could be anywhere from your ISP's backbone connection all the way down to your computer or router. The fact that you have a pretty good connection most of the time doesn't leave out the possibility that somewhere in either your setup or your ISP's setup something may not be dealing with spikes well.
2 things about the network topics going down here.
1. GG Blizzard at putting your game data down packets that look like torrents on known torrent ports, then wonder why your traffic gets stomped to crap by them.
2. None of the Naggle, Ack crap matters if you code your game to use UDP. Why would anyone code a game in TCP. By the time TCP works out some lost packet guarenteed delivery algorithms that point in time of the game is long gone and the packet is now meaningless.
Based on an NMAP scan after patch they disable Naggle on the instance servers and that is what some people could not hang with as it will exploit weak connections by increasing your packet.
Damn, I want 111 fps, I can't seem to get higher than 60 no matter what my settings are. :'(
My System
Ivy Bridge 3570k OC 4.0
ASRock Z77 Extreme4
Saphire 290
Mushkin Enhanced Blackline Frostbyte DDR3 1600 8GB
so in each if you "lag" it's your fault not our fault. Nice... pretty useless there are so much things to fix before that...who said classes balance?
Stop what ? Making sense ?
You really should try understanding how a firewall software works first before even saying a word in that thread. A firewall MAY queue up packets on your computer in order to analyze them, hence causing lag. Simple as this. If you're not able to understand this simple fact, there's no hope for you.
Last edited by pixel; 2011-02-14 at 11:41 PM.
Most sane people lock their fps at 60 since the human eye can not perceive frame refreshes higher than that. Given that, most modern good sound cards can get 100-200 fps on WoW, which is a very old game by now. So this guy simple has the frame rate unlocked. No biggie. Its kinda like GS i guess.
This is not true, ask anyone who has a system that can do 60, 100, 200 fps. you CAN tell the difference. why and how you can tell the difference can be found here
http://en.wikipedia.org/wiki/Frame_r...ble_frame_rate
http://www.100fps.com/how_many_frame...humans_see.htm
But your duty to Azeroth is not yet complete. More is demanded of you... a price the living cannot pay.
in mi hose play whit 220 but server say 600 wtf XD and play good some delay in skill but play normal