Your connection doesn<|pad|>, so you're experiencing no low ping.
Your connection doesn<|pad|>, so you're experiencing no low ping.
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.
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.
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.
Interesting... though, the figures usually fall within the same range as what a game would suggest.
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
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.
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.