F5F Stay Refreshed Power Users Networks Your connection doesn<|pad|>, so you're experiencing no low ping.

Your connection doesn<|pad|>, so you're experiencing no low ping.

Your connection doesn<|pad|>, so you're experiencing no low ping.

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itacarambi
Member
189
01-22-2016, 10:56 AM
#11
It mainly comes down to the ISP you're using. The routes they employ, the hardware involved, their capacity and speed all play a role. You can't easily change your ping unless you live in an area with multiple ISPs, and even then it doesn't always help.
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itacarambi
01-22-2016, 10:56 AM #11

It mainly comes down to the ISP you're using. The routes they employ, the hardware involved, their capacity and speed all play a role. You can't easily change your ping unless you live in an area with multiple ISPs, and even then it doesn't always help.

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fiskmasen05
Member
62
01-22-2016, 05:27 PM
#12
The quantity of hops and equipment choice affect delay very little. It's measured in micro to nano seconds per device. The main influences are congestion, distance, and medium. Distance can be estimated near the dashed line, congestion causes buffering and drops, and while copper transmits data at near-light speed, the protocols used to handle interference introduce their own delays.
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fiskmasen05
01-22-2016, 05:27 PM #12

The quantity of hops and equipment choice affect delay very little. It's measured in micro to nano seconds per device. The main influences are congestion, distance, and medium. Distance can be estimated near the dashed line, congestion causes buffering and drops, and while copper transmits data at near-light speed, the protocols used to handle interference introduce their own delays.

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vinkel99
Junior Member
22
01-23-2016, 09:04 PM
#13
Well, I'm not sure how to put this into words, but from what I've observed, the number of hops plays a major role in causing delays. Looking at the example you mentioned, you can notice a wide range—from just a few milliseconds to several dozen hops between each step.
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vinkel99
01-23-2016, 09:04 PM #13

Well, I'm not sure how to put this into words, but from what I've observed, the number of hops plays a major role in causing delays. Looking at the example you mentioned, you can notice a wide range—from just a few milliseconds to several dozen hops between each step.

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Pablodogs
Member
53
01-23-2016, 10:02 PM
#14
The delays you notice relate to ICMP ping checks. Routing data now happens through hardware and is handled very quickly. During traceroute or ping tests, the process moves to the CPU, which introduces the observed lag.
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Pablodogs
01-23-2016, 10:02 PM #14

The delays you notice relate to ICMP ping checks. Routing data now happens through hardware and is handled very quickly. During traceroute or ping tests, the process moves to the CPU, which introduces the observed lag.

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_Ace_Plays
Member
55
01-23-2016, 10:31 PM
#15
Interesting... though, the figures usually fall within the same range as what a game would suggest.
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_Ace_Plays
01-23-2016, 10:31 PM #15

Interesting... though, the figures usually fall within the same range as what a game would suggest.

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Eagle_Murphy
Junior Member
1
01-27-2016, 09:40 PM
#16
Well....yeah. A traceroute as you see above isn't cumulative in terms of the the responses. It uses ping to do its job so if you see 48ms in game, you're traceroute will show similar on the last hop A few comments from other enigneers for anyone looking also
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Eagle_Murphy
01-27-2016, 09:40 PM #16

Well....yeah. A traceroute as you see above isn't cumulative in terms of the the responses. It uses ping to do its job so if you see 48ms in game, you're traceroute will show similar on the last hop A few comments from other enigneers for anyone looking also

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clausphilip
Member
178
01-28-2016, 01:06 AM
#17
The idea is using standard metrics as a benchmark, aiming for comparable values elsewhere. If the number doesn’t matter much, true latency is likely even lower. To verify actual latency for comparison, you’d need reliable testing tools that capture real-world performance.
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clausphilip
01-28-2016, 01:06 AM #17

The idea is using standard metrics as a benchmark, aiming for comparable values elsewhere. If the number doesn’t matter much, true latency is likely even lower. To verify actual latency for comparison, you’d need reliable testing tools that capture real-world performance.

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rayvishion93
Junior Member
11
01-28-2016, 08:07 AM
#18
It's not completely irrelevant. Although they don't rely on ping for latency in games, there is still server-side processing delay. The results are quite similar. An existing protocol exists to track true end-to-end latency, such as RTP (real-time transport protocol), which is used for measuring latency and jitter in voice and RTSP for video.
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rayvishion93
01-28-2016, 08:07 AM #18

It's not completely irrelevant. Although they don't rely on ping for latency in games, there is still server-side processing delay. The results are quite similar. An existing protocol exists to track true end-to-end latency, such as RTP (real-time transport protocol), which is used for measuring latency and jitter in voice and RTSP for video.

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Shardgale
Senior Member
547
01-29-2016, 08:23 AM
#19
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Shardgale
01-29-2016, 08:23 AM #19

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Windiox
Member
226
01-29-2016, 09:24 AM
#20
They seem to be relying on response times and timestamp checks rather than direct measurements. I'm not disputing any part of this, but I wanted to highlight that hop delay has the smallest effect overall.
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Windiox
01-29-2016, 09:24 AM #20

They seem to be relying on response times and timestamp checks rather than direct measurements. I'm not disputing any part of this, but I wanted to highlight that hop delay has the smallest effect overall.

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