An idea to greatly improve your internet connection.
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When I ping certain servers, my lowest ping is like 25, the highest about 40. But, I got a package loss of 1.5%. A package normally times out in about 2 seconds. But when I ping those servers, I KNOW that I won't recieve the package if I didn't get it in 40 ms. I'm thinking about making a program that checks the data stream, calculates the average ping. The program 'knows' when a package will be lost, so it will send a new package after say 50 ms already. Then instead of a normal package loss the client will recieve a package in 50+30=80ms, which is still a great pingtime. For normal browsing a package loss of 2 percent doesn't matter, for online gaming it does. Does a program like this exist already? If not, is my idea seriously flawed, or do you think it will work? Feedback please. Cheers!
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When I ping certain servers, my lowest ping is like 25, the highest about 40. But, I got a package loss of 1.5%. A package normally times out in about 2 seconds. But when I ping those servers, I KNOW that I won't recieve the package if I didn't get it in 40 ms. I'm thinking about making a program that checks the data stream, calculates the average ping. The program 'knows' when a package will be lost, so it will send a new package after say 50 ms already. Then instead of a normal package loss the client will recieve a package in 50+30=80ms, which is still a great pingtime. For normal browsing a package loss of 2 percent doesn't matter, for online gaming it does. Does a program like this exist already? If not, is my idea seriously flawed, or do you think it will work? Feedback please. Cheers!
Griffith Sutherns wrote: If not, is my idea seriously flawed, or do you think it will work? The major problem is that ping times can fluctuate greatly, even without dropping packets. For an example, here at home we connect via cable modem to the internet. We have a D-Link 707 internet sharing router which serves as our gateway to the internet. Normally my ping times are about like yours, but if my dad starts uploading files they can quickly change from 25-40 to 500 to 700 for moderate uploading all the way up to 1500 to 2500 for extreme uploading. Your scheme only works well in the case that i get a constant average ping. In my environment my ping can fluctuate wildly depending on what my dad is doing at the other end of the house. In a game situation it would be a serious flaw to wait 2 seconds for a packet to be received. Most games factor in a little packet loss into the network design, either in passing redundant data across packets or in assuming that what is happening will continue to happen without that 1-2 packets of data. I believe Q3 uses the second method, which would explain why if you are really lagged you can continue to move, but you'll bounce around as the game gets the correct data. My $.02 anyway, James Sonork: Hasaki "I left there in the morning with their God tucked underneath my arm their half-assed smiles and the book of rules. So I asked this God a question and by way of firm reply, He said - I'm not the kind you have to wind up on Sundays." "Wind Up" from Aqualung, Jethro Tull 1971
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Griffith Sutherns wrote: If not, is my idea seriously flawed, or do you think it will work? The major problem is that ping times can fluctuate greatly, even without dropping packets. For an example, here at home we connect via cable modem to the internet. We have a D-Link 707 internet sharing router which serves as our gateway to the internet. Normally my ping times are about like yours, but if my dad starts uploading files they can quickly change from 25-40 to 500 to 700 for moderate uploading all the way up to 1500 to 2500 for extreme uploading. Your scheme only works well in the case that i get a constant average ping. In my environment my ping can fluctuate wildly depending on what my dad is doing at the other end of the house. In a game situation it would be a serious flaw to wait 2 seconds for a packet to be received. Most games factor in a little packet loss into the network design, either in passing redundant data across packets or in assuming that what is happening will continue to happen without that 1-2 packets of data. I believe Q3 uses the second method, which would explain why if you are really lagged you can continue to move, but you'll bounce around as the game gets the correct data. My $.02 anyway, James Sonork: Hasaki "I left there in the morning with their God tucked underneath my arm their half-assed smiles and the book of rules. So I asked this God a question and by way of firm reply, He said - I'm not the kind you have to wind up on Sundays." "Wind Up" from Aqualung, Jethro Tull 1971
Of course, your connection has to be stable. I pinged some random servers, and with 30000 or so pings, the lowest and highest are less than 20 ms apart. And if the program is a little smart, it will notice when the ping changes (upstream in other PC on LAN), so it will adjust the timeout settings. I believe nothing like this is made so far, and I think it might work real well. The program mainly avoids package loss on otherwise stable connections. Thanks for you feedback, let's hope some more CPers will give their opinion.