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This Guy Has the Fastest Home Internet in the United States

KevinBo
10 minutes ago, Master Disaster said:

When your talking about games yes you are, I mean how is your client and the enemies client supposed to stay in sync if you're not reliant on receiving packets back from the server? 

 

Frames might not be delayed but updates certainly are meaning you just see recycled frames (hence rubber banding) or if it's a server update rate issue then everyone will see choke. 

 

I spent 5 years managing a dedicated box with 4 source engine servers and 18 months managing a second box with BF3 servers on it {we had a max of 256 slots on the box which we could divide how we wanted) so I learnt pretty much everything about gaming servers, update rates, tick rates & interpolation during that time. 

They don't. They are completely asynchronous. You only update your knowledge of your foes when you get it. If that wasn't the case everyone would be running at the frame rate of the person with the worst GPU. The resolution of who shoots who is entirely handled by the server. You just receive the outcome.

 

No, no you didn't, because I've implemented it. You've only managed it.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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2 minutes ago, patrickjp93 said:

They don't. They are completely asynchronous. You only update your knowledge of your foes when you get it. If that wasn't the case everyone would be running at the frame rate of the person with the worst GPU. The resolution of who shoots who is entirely handled by the server. You just receive the outcome.

 

No, no you didn't, because I've implemented it. You've only managed it.

Your completely misunderstanding what I said. 

 

I didn't say they were synchronised, I said you are reliant on getting a server response before your client can be updated hence your talking about latency, not ping. Are you seriously going to argue that's not the case? 

 

The reason the fps can be handled asynchronously is because the server runs a copy of the game at a certain FPS then uses the tickrate cycle to transmit the packets back to client, that's literally the point of a dedicated server. 

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4 minutes ago, Master Disaster said:

Your completely misunderstanding what I said. 

 

I didn't say they were synchronised, I said you are reliant on getting a server response before your client can be updated hence your talking about latency, not ping. Are you seriously going to argue that's not the case? 

 

The reason the fps can be handled asynchronously is because the server runs a copy of the game at a certain FPS then uses the tickrate cycle to transmit the packets back to client, that's literally the point of a dedicated server. 

No, your client can itself interpolate without updates and very intelligently guess at character positions and KNOW the animation stages because the game knows everything about those animations. It only has to CORRECT those interpolations if it receives new data from the server.

No, it's about the ping, because updates are sent using UDP. TCP is way too slow of a protocol to rely upon, and packet loss is not much of a problem these days. If you send 2 UDP update packets you have a 99.95% chance at least 1 will arrive under modern infrastructure with no bit errors.

 

Actually servers tend to run in instantaneous time and send out updates as possible. If you're running on a fixed tick rate you're doing an enormous disservice to everyone playing and decreasing everyone's accuracy unnecessarily.

 

 

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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10 minutes ago, patrickjp93 said:

No, your client can itself interpolate without updates and very intelligently guess at character positions and KNOW the animation stages because the game knows everything about those animations. It only has to CORRECT those interpolations if it receives new data from the server.

No, it's about the ping, because updates are sent using UDP.

 

Actually servers tend to run in instantaneous time and send out updates as possible. If you're running on a fixed tick rate you're doing an enormous disservice to everyone playing and decreasing everyone's accuracy unnecessarily.

 

 

Yeah well now your getting beyond the realm of gaming servers. 

 

Every game server I've ever managed has ran at a fixed tick rate. I don't know of any dedicated gaming servers that don't. 

 

Plus I updated my post about lerp and Sources implementation of it. It fucking sucks! Allowing clients to override the lerp buffer and play in real time not only allows clients to gain an advantage over other players (albeit tiny) it causes huge server choke if you have loads of clients connected who are all doing it. Why Valve removed the ability for the server to force a client update rate is beyond me. 

 

Plus lerp can only guess at animation and positioning, kill/death data and hit data must come from the server. 

 

Care to explain how UDP makes a difference? Remember Source uses 27015 TCP by default and only uses UDP (7777) for RCON. 

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So this seems slow now...

xbPEatqXhdtVbFAymPY83k-650-80.png

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2 hours ago, raphidy said:

What? Where do you live?

Suburban Toronto!

We used lead water pipes until last year. 

We dangle our power and Internet over trees. 

We use DSL

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Samsung 850 EVO 240 GB 

138 is a good number.

 

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Now he just has to wait for the new Chrome update, that reduces ram usage per tab, and he can go all in on redtube.

Watching Intel have competition is like watching a headless chicken trying to get out of a mine field

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6 hours ago, Master Disaster said:

Yeah well now your getting beyond the realm of gaming servers. 

 

Every game server I've ever managed has ran at a fixed tick rate. I don't know of any dedicated gaming servers that don't. 

 

Plus I updated my post about lerp and Sources implementation of it. It fucking sucks! Allowing clients to override the lerp buffer and play in real time not only allows clients to gain an advantage over other players (albeit tiny) it causes huge server choke if you have loads of clients connected who are all doing it. Why Valve removed the ability for the server to force a client update rate is beyond me. 

 

Plus lerp can only guess at animation and positioning, kill/death data and hit data must come from the server. 

 

Care to explain how UDP makes a difference? Remember Source uses 27015 TCP by default and only uses UDP (7777) for RCON. 

We have LERP, SLERP, NLERP, and Exponent Mapping now.

 

Kill and death data don't matter much until the end of a match, but w/e.

 

UDP just is faster. It has less data overhead and doesn't have responses built into it. That means your effective latency is less than half what it was before if you don't have to acknowledge every received packet.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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17 hours ago, corrado33 said:

Ha, "gaining an advantage in Call of Duty".

 

Ping is responsible there, not bandwidth. 

 

And in all honesty, it's the high ping people that gain the advantage. Laggy people are hard as heck to hit in any online game. 

 

 

Can confirm, got 45 kills and 12 deaths in Battlefield 1 with 400+ ping.

Strike the shepherd and the sheep will scatter.

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In my current situation I get about 5mbit down. 

Thats 2000 times slower than this dude. 

Wow. Kill me pls. 

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Meanwhile i am sitting here with 10 Megabit/s download and 0.60 Megabit/s Upload

CPU: Intel Core I5 4690K || GPU: Gigabyte GTX 960 4GB Windforce 2 OC || RAM: 8GB Hyper X furry 1600Mhz || Case: Corsair Carbide Spec-01 || PSU: EVGA 600W (100-W1-0600-K2) || Displays: Asus VC239 1080p ips 23",  Acer x193w 1440x900 19,5" || Keyboard: Bloody B120 || Mouse: Bloody V8M

 

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23 hours ago, suicidalfranco said:

what's the cap?

/s?

~1.3 gigabytes.

 

:>

- snip-

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16 hours ago, patrickjp93 said:

Kill and death data don't matter much until the end of a match

????? How don't they matter ?

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On 28/10/2016 at 4:52 PM, samcool55 said:

The thing is there is already a company in the netherlands called tweak that offers 10gpbs for consumers in a few areas.

Funny enough, it's not available for businesses :D

Also the price is suprisingly reasonable, 95 euros.

It does cost you 275 euros to get everything connected and going, tbh not bad :D

 

Maybe first in the US, but not first in the world :P

95 per month, 275 setup cost, plus another 500-800 euro per switch / router, and 150-200 per end device for a 10Gbase-T NIC :)

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I'm perfectly happy with my 1000/500 connection ... Not that I can ever get there. Most I've been able to achieve is 980/472... Hardware limitations. 

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Why does someone need this?

 

Porn and Skyim/Fallout mods.

 

Nuff said.

Ketchup is better than mustard.

GUI is better than Command Line Interface.

Dubs are better than subs

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