Results -9 to 0 of 34

Threaded View

  1. #10
    Player
    Karan_Vess's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    55
    Character
    Aon Nem
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by dspguy View Post
    Part of the problem is physics. You have a propagation delay from you to the server and back. Mind you, that's just for one bit over the wire. That's before we talk about the transmission delay. These add up awfully quick and only a few of them are something the server can do something about.

    The "jump action" is produced client-side for the jumper. It is nearly instantaneous. It is why you can run around still when your link is lost. However, we have the client building the packet(s) to send out to the server showing you jumped (along with any other actions you might send, like your position, etc etc). It bundles all of these packets together and sends them out probably at set intervals. These ARE things they can change. Maybe it is optimized, maybe it isn't.

    However, then you have the "over-the-network" time. These are all the switches/routers/underwater cables/etc that connect you to your DC. These are outside of the developer's control. For example, my ping from my location to my DC is 100ms. There is absolutely nothing SE can do about that. Some of this is physics - the propagation delay over a wire. I can't say for sure how much delay they can lower, if any. There is an overhead for each packet sent. If they doubled the frequency at which packets are sent out, the servers might actually handle them slower since they'd need to parse more packets. It isn't clear if there are any gains.

    In other words - the excuse is partially physics (outside the control of SE), network transmission delay (out of their hands) and internal packet delay (in their control).
    I understand that it may not be an easy fix and may require more than just flicking the "increase tick rate" switch. But other games can do it so I see no reason why this game cannot do it. Wow is a very good example. I've never played it myself but from videos I've seen you can easily tell how responsive it is. When you see another player move, you can have a high degree of confidence that that is where that player actually is.
    For your edification:
    From a terminal window (windows command prompt on windows), run tracert <ip address of your DC> This will show you the path(s) taken to the DC and where the delay is. You'll likely find that the delays are in the distance between you and the DC or from nodes that are saturated with other network traffic
    Tracert shows the round trip for each packet for each hop individually. A game packet will not go from one hop and back and then to the next hop and back, etc. It will go straight through and that's it. Then the server will send the update.
    You can get hints with tracert but it will not give you accurate results for everything.
    (1)
    Last edited by Karan_Vess; 04-26-2022 at 07:23 AM.