On Fri, 13 Jan 2017 12:02:00 +0100 (CET) Mikael Abrahamsson <swm...@swm.pp.se> wrote:
> https://www.youtube.com/user/xFPxAUTh0r1ty > > This channel analyses several online games and how they work networkwise. > It seems online games typically "tick" at 30-60Hz in that the game server > and user application communicates this often. 60Hz seems to be the "golden > standard", and I guess resolution of 17ms is fine for when things are > happening. > > In gaming they have multiple delay components, one is "input delay" which > relates to the time it takes from you for instance press the mouse button, > until the game shows that it has responded by showing you result on > screen. It seems this is typically 40-60ms, because the game needs to > handle the input, send data to the graphics card, which needs to render > it, and then it needs to be sent to the monitor. There are of course a lot > more than this, but you get the idea. (watched the video) I love the way he measures the delay by recording the screen with a high speed camera, and then correlate mouse-button activation by a visual red-blink (some PC-local setup/app) and counting the frames until the movement happen in the game. > I don't know what the delay is from mouse-click to when the game knows you > clicked, and then can send out this information to the game server, but > from what I'm guessing from reading up on the topic, this is in the "less > than 10ms" range. So theoretically, the game can send an update to the > game server much quicker than it can display on the local screen. > > Another data point for instance for the game "Rocket League", is that the > highest ranking players have a hard time playing effectively when the > user-to-game server "ping" is more than approximately 100ms. I don't know > if this is RTT, but considering they're getting around 130ms from a user > in Texas to a server in Europe, it seems reasonable that this is RTT. > > My reason for bringing this up (again) in the bloat forum, is that these > people are exactly the kind of people who are very sensitive to problems > that "anti-bloat" solves. If we can come up with a solution that makes it > less likely that these people will get "ping spikes" etc, and we can > package up something that actually solves this (preferrably something they > can go to the store and buy outright), this would be a great way to > "market" it. I'm quite sure they'd be interested in making videos about it > to make more people aware of the problem. > > There are multiple "gaming routers" out there, with "QoS". I have no idea > what this "QoS" does. If anyone knows, I'd be very interested in knowing > more. -- Best regards, Jesper Dangaard Brouer MSc.CS, Principal Kernel Engineer at Red Hat LinkedIn: http://www.linkedin.com/in/brouer _______________________________________________ Bloat mailing list Bloat@lists.bufferbloat.net https://lists.bufferbloat.net/listinfo/bloat