Eh.. I disagree. There's a registry mod you can do that will allow you to send / receive any amount of data at what ever rate your ISP issued your speed.
And It is latency.. that is WHAT latency is.
Anyways moving on.1) In a network, latency, a synonym for delay, is an expression of how much time it takes for a packet of data to get from one designated point to another. In some usages (for example, AT&T), latency is measured by sending a packet that is returned to the sender and the round-trip time is considered the latency.
The latency assumption seems to be that data should be transmitted instantly between one point and another (that is, with no delay at all). The contributors to network latency include:
Propagation: This is simply the time it takes for a packet to travel between one place and another at the speed of light.
Transmission: The medium itself (whether optical fiber, wireless, or some other) introduces some delay. The size of the packet introduces delay in a round trip since a larger packet will take longer to receive and return than a short one.
Router and other processing: Each gateway node takes time to examine and possibly change the header in a packet (for example, changing the hop count in the time-to-live field).
Other computer and storage delays: Within networks at each end of the journey, a packet may be subject to storage and hard disk access delays at intermediate devices such as switches and bridges. (In backbone statistics, however, this kind of latency is probably not considered.)
2) In a computer system, latency is often used to mean any delay or waiting that increases real or perceived response time beyond the response time desired. Specific contributors to computer latency include mismatches in data speed between the microprocessor and input/output devices and inadequate data buffers.
Within a computer, latency can be removed or "hidden" by such techniques as prefetching (anticipating the need for data input requests) and multithreading, or using parallelism across multiple execution threads.
3) In 3D simulation, in describing a helmet that provides stereoscopic vision and head tracking, latency is the time between the computer detecting head motion to the time it displays the appropriate image.
Last edited by illriginalized; 04-01-2012 at 09:36 AM.
Its really not that much of a problem...most of the time ppl just start running too late. Course, no one will admit that to themselves so they'll rage at the server, blame SE for latency, or whatever the case may be. Granted, FFXIV has quite a bit of server latency, but it's always been there and doesn't just show up in Ifrit. Idk how many ppl have noticed, but FFXIV registers "hits" and "misses" sometimes before you even see the skill animate. Most of the time itll register as the skill *starts* to animate. What does this mean? You are not fighting in real-time...not really. The game registers things before you see them, which is obviously really weird but not impossible to get used to. And quite frankly you *should* be used to it by now.
As an example we'll use miss abilities. I can hit a miss ability as soon as the mob starts to attack me. If its a miss my ability will go off. Now why do you think that is? Its simple..the game registers information before I see it. That means you have to either *predict* or react *very fast* to things that are happening. With Ifrit's cracks/plumes you need to cleare them *almost* instantly. If you are a second too slow, and I mean it, its too late....the game already registered the damage and once your computer catches up you will be dead. If you've paid attention to any of your Ifrit deaths, youll notice that you die before the cracks even explode. Again, this is because information is registered before the action plays out on your end. Obviously this is a latency problem, but its not unworkable.
Long story short, death on Ifrit is *usually* the fault of the player. I'm not saying latency isn't a problem, but i've done Ifrit many times and you can run it without dying at all pretty easily despite the latency. You just have realize that you can't afford to be delayed even slightly if those cracks show up, or those plumes show up. The dmg happens before you think it does, so everything needs to be handled preemptively. This means you have to be careful about the risks you take and when you use skills. Even the tail end of an animation when cracks show up means insta-death.
And how does one go about changing this ?
Its the first I have heard of it.
It's not quite that simple.And It is latency.. that is WHAT latency is.
1) Network latency - the latency you get from sending data from your computer to a server
2) Server latency - the latency created by processing of data on a server.
2 is what we currently have the biggest issue with, its the whole reason we are getting new servers.
Last edited by Jinko; 04-01-2012 at 09:53 AM.
refer to this: http://windows7forums.com/windows-7-...tency-fix.html
Edit: This barely made any difference.. a lot of the problems also has to do with horrible programming of the game. If the programming was done accurately and tested thoroughly game play would be more streamline / smoother.
Another game with bad programming would be Gears3 where it looks like it's horrible lag but it's primarily due to bad programming.
Last edited by illriginalized; 04-01-2012 at 10:32 AM.
or you can stop being a gimp and then whining about it.
It was actually me voicing my displeasure of them removing running and casting. But yeah even for what it's supposed to do it doesn't seem to be as responsive as it should be.
im i the only one in the US that waits for ifrits attacks to run away? i rarely die on an ifrit fight. and i do hear a lot of people having an issue with lag. but to me every time people fail they blame the lag.
Ifrit's been out for how long now? And you're still getting hit by these?
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