its not latency, its not server, its the client only sending pos to the server every 1000ms
its not latency, its not server, its the client only sending pos to the server every 1000ms


Oh, yes! Yes you are in fact correct, now I remember! I have in fact seen a youtube test of a man dualboxing just to showcase that, your position is in fact not instantly updated to the server at all times but only at certain time intervals, that's why if you run around in a perfect circle around your friends he'll see you making straight lines in a triangle around him![]()

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.



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.
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