Moving increases ping.
Jumping increases ping.
Attacking increases ping.
Please explain
Moving increases ping.
Jumping increases ping.
Attacking increases ping.
Please explain
the in-game ping is run through the software.
when the software is doing other things, it can’t handle the pings as rapidly.
it’s the same reason why doing a ping through the command prompt usually provides a better and much more stable ping.
/20programmingbasics.
Oh, so that’s why instead of the 160ms the IP returns I get over 300ms in game and if I move around it goes over 400ms?
Interesting, I thought it was a DDoS like IMC said but looks like it’s just the software(The game) running like ■■■■.
That doesnt make any sense. The ping (round-trip time) should start counting as soon as the packet is sent and not as soon as the request to send a packet is made.
Whatever the client is doing should not influence the ping time.
As an answer to the topic:
I havent noticed any of that increasing ping seeing how if you stand still and do nothing you ping is still all over the place.
Exact same issue here but moving or doing anything makes it be higher or stay around the highest values
if you have to go through 5 doors to get out of your house, it’ll take you longer than if you only have to go through one.
the more “layers” you need to go through to get it done, the longer it’s going to take. game > windows > cpu > network > internet… vs command > network > internet
as for “when” it starts counting, it’s really not “when” but “how”. a ping sends a message containing the digital time in milliseconds to the server, which echoes it back, and then the echoed time is subtracted from the current time to get the delay in msec: your ping.
the problem here is that everyone assumes //ping is some kind of precision tool, but it’s actually a pretty sloppy gizmo meant only to give you a quick estimate, and show whether you have an active connection to the server or not.
Except you’re skipping the whole concept of the internet here.
In the TCP/IP protocol the client application layer doesn’t communicate directly with the server application layer, they need to go through the sub-layers first to comunicate with eachother.
http://www.omnisecu.com/tcpip/tcpip-model.php
This means the ping time shouldnt increase wether the client is processing something - like rendering new map areas (aka your character is moving around) - or not.
If that was the case then a player A playing a game at 10 FPS would most likely have a higher ping than player B playing the same game at 60 FPS. Both machines are set at cap of 60 FPS but machine A can’t process as fast as B therefore it gives less FPS.
Its not about client but about server.
When server application queues actions then the more actions you (and other players around you) perform - the longer the delay, even for ingame //ping command which is yet another request to server (software) akin to jumping or attacking.
It is highly possible that their server software is single threaded the same way the client is.
If it’s server-sided then why does the command prompt ping show much better results in almost every situation compared to the client’s?
The server is still performing actions of players regardless if you’re online or not.
I guess that’s the real question…
for an in-game ping like ToS uses ( the //ping command) then this is exactly what is happening.
for an out-of-game ping, like command prompt, you are correct, it is not affected.
Because:
navigate to TreeOfSavior/release folder, open “serverlist_recent.xml” with any text editor and then try to use command prompt ping on any of those addresses - you will get ping request timeout.
On the other hand TCP ping on those IPs and ports will work because it works differently but still will show less latency than ingame //ping because TCP ping doesnt go through server software but measures time between connection request and received “ACK” packets which are handled by server’s (hardware) OS.
I gave that example as something that DOESN’T happen. Client FPS doesn’t influence in ping times…
Thats more like a valid argument and I can’t deny it. Still, shouldn’t we be worried the in-game ping oscilates so much?
not much we can do about that. Spaghetti code is spaghetti code. Overhauling/doing changes to server’s backbone after game release is very adventurous endeavor.
except that when it’s all being handled on a software level, it -does- affect it indirectly.
if it’s got 10fps because it’s only supposed to have 10fps, then it’s irrelevant.
if it’s got 10fps because that’s the fastest your system can make it go, then everything else is going to be slowed down, including the amount of time it takes your system to filter the pings through the software.