Online gaming use UDP because its faster than TCP but no error checking. If the player FPS is lower than recommended, he is slow in responding because the video frames are not presented to him in "real time". If the FPS is too low, the player will start experiencing lag. The FPS lag only impact the player as its local to him. If there is packet loss between the player and server, you see him moves from point-a to point-b without seeing him in-between. The data that carried by the packet loss is not going to arrive to the player or to the server. The packet loss lag affects the player experiencing packet loss and players that interacts with him (team mates, opposing team, and spectator). Ping has to be stable regardless whether the ping is low. A player with unstable ping will lag and may affect players interacting with him (similar to packet loss). The player PC might be too busy or there is a congestion between the player and the server.
i admire this guy's IT knowledge so much, very respectable, had a friend share this with me, im a competetive pvp gamer and this information gave me much more clarity on the technical side of server latency
the links in Resources shown at 6:51: Overwatch's netcode - ua-cam.com/video/vTH2ZPgYujQ/v-deo.html Great article on Lag - ithare.com/mmog-rtt-input-lag-and-how-to-mitigate-them/
Ever since I started online gaming (2003) I have been one of the favorite victim of what ever shit this is. Players, even many times higher ping that I have (30-50), almost always see me a couple of seconds earlier, and scoring takes tons of hitmarkers before succeeding. However I have usually lost the fight because it takes so long kill. Eventually I gave up after many "fixes".
same problem for me. i have fibreglass 500/500 connection. my ping to provider is 1ms. enemies allways see me earlier then i see them. its really frustrating. games should block wifi connections. they have more advantage, compared to direct cable connection. the should nerf the lag compensation in games. people above 60 ping should be kicked from the game session. in cod, people can play with ping 150 and dominate the game. now with crossplay. console players are using wifi very often, wich means more bad times for me. im looking for a solution aswell. the fun part is, that i tried cod with my 4g connection tethered on my pc. it was very easy to win. my ping went 80 on 4g connection. i rushed everyone down with a 4g connection!!
Has anyone figure out a solution on how to increase latency to prevent being a victim of good internet connection? I have this problem due to having fiber and getting super low latency to most US servers. I tried a VPN and looping back from Canada and Mexico, but the VPN connection was not very stable.
@@Reign_In_Blood_963 Have you measured how much your system suffers from bufferbloat? There is a site to test it but I can't say it by the name because every time I do that YT removes my comment. If the test shows bufferbloat like +20 or more it can ruin the game experience. This can be elimated with a tweak on CMD (Admin). Type "netsh int tcp set global autotuninglevel=disabled" (without quotes) and hit enter and reboot. This can help quite a lot at the expense of the net speed but that shouldn't be a problem when playing games. The tweak can be restored with the same command but change "disabled" to "normal". Another thing is NAT which should be OPEN instead of STRICT or MODERATE. There are several guides on the net to do that. Have you tweaked Network Properties/NIC settings? This can also help to reduce latency.
Online gaming use UDP because its faster than TCP but no error checking.
If the player FPS is lower than recommended, he is slow in responding because the video frames are not presented to him in "real time". If the FPS is too low, the player will start experiencing lag. The FPS lag only impact the player as its local to him.
If there is packet loss between the player and server, you see him moves from point-a to point-b without seeing him in-between. The data that carried by the packet loss is not going to arrive to the player or to the server. The packet loss lag affects the player experiencing packet loss and players that interacts with him (team mates, opposing team, and spectator).
Ping has to be stable regardless whether the ping is low. A player with unstable ping will lag and may affect players interacting with him (similar to packet loss). The player PC might be too busy or there is a congestion between the player and the server.
This is a pretty overview of what lag is and how server-client systems work! Thank you
i realize I am kinda randomly asking but does anyone know of a good place to stream new movies online?
Who is here from EA servers?
me 2 years of playn apex legends and they still didnt fix it to add lowlatencycompensation command into game so i can finaly turn it to 0!
i admire this guy's IT knowledge so much, very respectable, had a friend share this with me, im a competetive pvp gamer and this information gave me much more clarity on the technical side of server latency
the links in Resources shown at 6:51:
Overwatch's netcode - ua-cam.com/video/vTH2ZPgYujQ/v-deo.html
Great article on Lag - ithare.com/mmog-rtt-input-lag-and-how-to-mitigate-them/
What a explication of Compensation Techniques! Thank you!
this is truly a life saver man u summed up everything :) ty!
Excellent, I want more!
I always suspected the whole thing was a lie.
EA servers!! good ping vs bad bing player is a troll with 2 seconds of delay on my side (good ping) gives advantage to high ping players!!!
Ever since I started online gaming (2003) I have been one of the favorite victim of what ever shit this is. Players, even many times higher ping that I have (30-50), almost always see me a couple of seconds earlier, and scoring takes tons of hitmarkers before succeeding. However I have usually lost the fight because it takes so long kill. Eventually I gave up after many "fixes".
same problem for me. i have fibreglass 500/500 connection. my ping to provider is 1ms. enemies allways see me earlier then i see them. its really frustrating. games should block wifi connections. they have more advantage, compared to direct cable connection. the should nerf the lag compensation in games. people above 60 ping should be kicked from the game session. in cod, people can play with ping 150 and dominate the game. now with crossplay. console players are using wifi very often, wich means more bad times for me. im looking for a solution aswell.
the fun part is, that i tried cod with my 4g connection tethered on my pc. it was very easy to win. my ping went 80 on 4g connection. i rushed everyone down with a 4g connection!!
Has anyone figure out a solution on how to increase latency to prevent being a victim of good internet connection? I have this problem due to having fiber and getting super low latency to most US servers. I tried a VPN and looping back from Canada and Mexico, but the VPN connection was not very stable.
@@Reign_In_Blood_963 Have you measured how much your system suffers from bufferbloat? There is a site to test it but I can't say it by the name because every time I do that YT removes my comment. If the test shows bufferbloat like +20 or more it can ruin the game experience. This can be elimated with a tweak on CMD (Admin). Type "netsh int tcp set global autotuninglevel=disabled" (without quotes) and hit enter and reboot. This can help quite a lot at the expense of the net speed but that shouldn't be a problem when playing games. The tweak can be restored with the same command but change "disabled" to "normal". Another thing is NAT which should be OPEN instead of STRICT or MODERATE. There are several guides on the net to do that. Have you tweaked Network Properties/NIC settings? This can also help to reduce latency.
@@anotherstupidfeature Thanks for the response. I'll ponder over the info you provided and see what I can do. Much appreciated.
@@Reign_In_Blood_963 The site is w1a2v3e4f5o6r7m (remove numbers) Let's see if this distracts YT algorithm lol