High Ping

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COPSUNO
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High Ping

Post by COPSUNO »

What exactly causes high ping, 280+? Dosn't happen all time just enough to irratate.
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Re: High Ping

Post by Specialist »

I found this on Wikipedia - http://en.wikipedia.org/wiki/Ping_(video_games)

In multiplayer online video games, ping refers to the network latency between a player's computer, called a client, and the game server (or another client). This could be reported quantitatively as an averaged time in milliseconds, or qualitatively as low ping or high ping. This usage is common with players of a variety of first-person shooter and real-time strategy games. Having a low ping is always desirable because lower latency provides smoother gameplay by allowing more frequent updates of game data.

In this sense, ping is conflated with lag – one may "lag out" due to unacceptably high ping. Servers will often disconnect a client if the connection is too bad and it poses a detriment to others' gameplay; or, clients will often mandate disconnection if their ping is too high and they can infer their user is not going to have an enjoyable experience because of network complications. However, this doesn't mean that a high ping causes lag. The high ping is the result of the lag. In theory, there can be more reasons of having a high ping (for example, you are transmitting data over a very, very long distance), but most servers of commercial games are associating a high ping with network lag directly.

The method used by the game programmers to determine ping times will often not use the traditional ICMP echo request and reply packets, but instead piggyback the functionality onto existing game data packets (often using UDP).

Some factors that might affect one's ping include: network protocol engineering, internet connection speed, quality of the internet service provider and the configuration of firewalls. Ping is also affected by geographical locations. For instance if someone is in China playing a server from America, the distance between the two are farther and it takes a longer time for the data to be sent to China. The amount of packet-switching and network hardware in between the two hosts is often more significant. For instance, wireless network interface cards must modulate digital signals into radio signals, which is often more costly than the time it takes an electrical signal to traverse a reasonable span of cable.


** Lag - http://en.wikipedia.org/wiki/Lag

In computing and especially computer networks, lag is a term used where the computer freezes and then continues some time later when an action is performed, for example clicking a mouse button. If there is different latency, such as distance between computers connecting, the term used is delay although many get it mixed up with lag.

Latency is the time taken for a sent packet of data to be received at the other end. It includes the time to encode the packet for transmission and transmit it, the time for that data to traverse the network equipment between the nodes, and the time to receive and decode the data. This is also known as "one-way latency". A minimum bound on latency is determined by the distance between communicating devices and the speed at which the signal propagates in the circuits (typically 70-95% of the speed of light). Actual latency is much higher, due to packet processing in networking equipment, and other traffic.

While strictly every packet experiences lag, the term lag is used to refer to delays noticeable to the user. There is often a correlation between latency and the physical distance that data must travel. Thus the time taken for a packet to travel from a computer server in Europe to a client in the same region is likely to be shorter than the time to travel from Europe to the Americas or Asia. But protocols and well written code that avoid unnecessary data transmissions are less affected by the latency inherent in a network. Modern corporate networks have devices to cache frequently requested data and accelerate protocols, thus reducing application response time, the cumulative effect of latency.

In many online video games, internet lag is undesirable because it disrupts normal gameplay. Due to this, many players that have a lower speed internet connection are often not permitted, or discouraged from playing with other players or servers that have a distant server host or have high latency to one another. Extreme cases of lag may result in extensive desynchronization of the game state. The game may attempt to correct this by pausing gameplay and attempting to fully resynchronize all players. Games that do not or fail in the attempt may simply drop the offending players.
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Re: High Ping

Post by Da Nu Wa Gi Li »

AMEN!
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Return to the ancient ways......
Dvaren
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Re: High Ping

Post by Dvaren »

COPSUNO wrote:What exactly causes high ping, 280+? Dosn't happen all time just enough to irratate.
Your ping to any location is determined by the number of "hops", and the response time of those points, from your local machine to the destination server. If you are physically located far enough from the server, for instance, the sheer number of "hops" from you to it may negatively impact your ping.

On the other hand, even a short number of "hops" will generate a high ping if the any one of the servers and/or routers along your path is faulty, overloaded, or slow.

You can check, btw, by opening a command prompt and typing, "tracert" followed by a space and the I.P. address of the server. This also works on web addresses! The time, in milliseconds, is listed for each hop. Severe inconsistencies or "timeouts" are usually a problem with that server/router. You can also type "ping" followed by a space and the I.P. address, but this will only proved a picture of your ping to the server at that exact instant....and we all know that pings can jump all over the place.

The reason you are sometimes kicked from a game server when your ping is too high is related to packet loss. When the server finds key packets missing, it sends a request to your client to retransmit those packets. When this happens in large volume, you begin tying up the servers bandwidth and processing power. This subtracts from other players experience, hence the kick.

BF freezes and quickly kicks you for substantial loss of packets long before you will be kicked for high ping. The primary reason behind this is to stop intentional "ghosting", where a player can interrupt his own signal long enough to change location on the local client. This results in his ability to instantly jump from one location to the other, as the server can only transmit your location to other clients as long as it receives it. The local client is able to change your location independent of the connection to the host server.
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