#Ping

19 messages · Page 1 of 1 (latest)

fathom garnet
#

Will players from Ukraine, Russia, Kazakhstan and other CIS countries have normal ping On official servers?

past stratus
fathom garnet
green ice
#

При заходе пинг 78 например показывает...а в игре 160-380 ))

past stratus
cyan mason
# past stratus Than post your info.

Ping depends how far you are from server and for other players ping is adjusted (rising if some player very far away)
And servers connected to china servers which serve as gate

past stratus
cyan mason
past stratus
cyan mason
past stratus
crude raft
#

Tick rate as nothing to do with ping. Tick determines how often a server communicates with its clients.

Ping is the time it takes for the client and server to communicate.

Two very different concepts

cyan mason
past stratus
# crude raft Tick rate as nothing to do with ping. Tick determines how often a server communi...

Not accurate. Tick is how frequently server granulate time.
FPS - how frequently client renders image.
Ping - is how many time it gets to send any data from client to server (and back again at it's origin)

They are totally separated.
So TPS (Tick Per Second), Ping and FPS are different and dosn't influence to each other in normal cases (They are if programmers are dumb but you can't predict it)

crude raft
#

Depends on what you mean by tick rate as we are taking about ping I would assume netTickRate and not serverTickRate.

Like you said a server tick rate is how often the server updates the gamestate of the server but a netTickRate is how often it can send updates to its clients. And the net tick rate only really needs to be high if the came is fast passed to ensue fast actions are synchronized correctly although ping plays a part here on how effective that synchronization is going to be.

But over all the main concern is ping for eastern EU which will likely be 70 ish but knowing this game that will translate to about 150. For some reason they add some latency onto their game state checks no idea why but has been tested.

vernal tendon
past stratus
# crude raft Depends on what you mean by tick rate as we are taking about ping I would assume...

netTickRate... It's hard to tell that UE4 have such thing... netTickRate assumes that you transfer all game state at one time. UE4 dosn't do it. Instead of you could set update rate per instance. I.E.: Player's geom could be updated 60 times per second, but animal geometry will update every 30 times per second or even 10 if it's far. This is wise because you don't need to update everything at the same time. Futhermore: this is bad practice because your network usage will be spiky and you could hit upper limit on you bandwidth with that spikes (either server one or client one)

arctic juniper
#

Didnt they say, with new launch we will have real eu servers being in europe? With region locked based on steam account...