Player
It's not. Only for people who are not networkers or others who daily work on protocol level. Ping in gaming is one of the biggest urban legends. Completely different protocol, completely different layer, it's packages are always priorized over "actual package payload" ... and pinging a game server is not even suitable for treating it as a best case scenario, since it's often routed over different paths. pinging a server only serves one purpose: to see if the host is alive. In gaming context, it's a feelgood myth for technically inexperienced people, and, of course, a marketing gimmick to sell "better ping times" by raising the ICMP priority in a router slighty, thus decreasing the tcp throughput in the worst case.
tcpping would be correct, though. But nobody uses it while measuring. Something like udpping for typical streamed game content does not exist, since udp is one-way only.
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