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Posted

I know that ping is the latency in ms between the player and ther server, but what specific variable defines ping?

Because for example, when i am on my home in Mexico my average ping on Jay 1 is 150-170, but whenever I go visit my cousin who lives in Texas (Without traffic and border bridge wait time, I can get there in 15 minutes.) my ping is 40-50. It's obvious that my provider sucks but I don't know on what part it's sucking.

Is it the download speed, the upload speed, the bandwidth or all of them?

  • Like 1
Posted

Correct me if i'm wrong but i think the distance between player and server is the biggest factor. not sure tho.

  • Like 1
Posted

I know that ping is the latency in ms between the player and ther server, but what specific variable defines ping?

 

Because for example, when i am on my home in Mexico my average ping on Jay 1 is 150-170, but whenever I go visit my cousin who lives in Texas (Without traffic and border bridge wait time, I can get there in 15 minutes.) my ping is 40-50. It's obvious that my provider sucks but I don't know on what part it's sucking.

 

Is it the download speed, the upload speed, the bandwidth or all of them?

 

I think your connection passes thru Portugal before going to server ;)

 

http://www.speedtest.net/

 

Cheers

  • Like 2
Posted

Could be how your internet provider is connected to the network, I mean you live near the border but the route of your ips might go to DF (for example) then connect it goes to the Host Server.. That could add latency in your connection..

 

At least that is what happened to me in Argentina.

 

I live in the north part but my provider sometimes connected to Buenos Aires 1400 km distance (network) or into Cordoba 600 kms distance (network) from where I live..

 

Perhaps im so wrong that you should ignore this! :(

  • Like 1
Posted (edited)

I know that ping is the latency in ms between the player and ther server, but what specific variable defines ping?

 

Ping refers to the rtt (round-trip time) of packets. For most mods g_truePing is used to specify which variables to use when determining a players ping. g_truePing 0 uses the rtt while g_truePing 1 uses client command timestamps (UDP packets). 

 

Regards,

xenozbad

Edited by xenozbad
  • Like 1
Posted

I was actually just reading an article the other day about the differences in pings. It all depends on which set of networks your connection must go through to get to a specific server. When you go to your cousin's house for instants, his connection only goes through lets just say 10 networks for example to make it to the server for jay1. But from your home you might have to bounce through say 15 networks to get to the same destination. Its all a matter of the network infrastructure and routes are not owned my a sole isp, it is owned by many and it all depends on which specific route they have your information go at the time or place. Hope that kinda makes sense. lol

  • Like 1
Posted

That network thing makes sense, because i don't understand why I have a ping of 200 of CS:GO server that is located in germany, but I have 170 in the USA jay 1 server.

  • Clan Friend
Posted

It's neither upload nor download speed. Imagine the network as a pipe, bandwidth is how much water can pass through in x seconds (which is usueful if you download something, in our example it would be like filling a pool with water).

Ping (or rather half the ping) is how long you have to wait beofre water comes out at the other side (distance, etc.).

 

If you use winmtr you will see how many nodes you have to pass through and their latency.

 

Some internet connections have the so called intereaving - mine, for example [put random curses here] - which adds an extra fixed latency to your packets right from the start. In my case, my ping to my ISP is 40ms, so even if I connected to a nearby server (which doens't even exist), my ping could never be low.

 

For most mods g_truePing is used to specify which variables to use when determining a players ping. g_truePing 0 uses the rtt of TCP packets while g_truePing 1 uses client command timestamps (UDP packets).

are you sure? where did you take that info? ET doesn't use tcp protocol at all afaik, it's all UDP packets.

  • Like 2
Posted
are you sure? where did you take that info? ET doesn't use tcp protocol at all afaik, it's all UDP packets.

 

Corrected as UDP is more likely and it's too damn early to dig through the code.  ^_^  Of course it uses TCP/IP but the client/server commands are all UDP packets. On a side note: Legacy mod does not implement g_truePing (defaults to the average rtt).

 

Regards,

xenozbad

  • Like 1
Posted

That network thing makes sense, because i don't understand why I have a ping of 200 of CS:GO server that is located in germany, but I have 170 in the USA jay 1 server

Yea I don't know about that one, you would think your ping would be lower since your on the same continent as jay1...

  • Like 1
Posted (edited)

It's simple, your "path" to the server is way longer (it might even go through an other continent if your ISP sucks ass). The fact you live near the border does not imply that the internet cable go straight to the US.

 

You can see where exactly your packets go with tracert Windows console command.

 

http://support.microsoft.com/en-us/kb/162326

Edited by Dragonji
  • Like 1

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