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Will i get better ping if i upgrade my internet ?

Leopardos

Senior member
Hello ,

I live in the middle east,
I play alot of Online games like UT3 , Q3A , Quake Live, Battlefield2 .
This games isnt Anti-Laggy games like Counter-strike ...
I mean , having 150 ping in quake 3 is alittle laggy ..
i just cant simply shot on the target while he's walking .. i need to shot alittle forward to hit him with this ping ..
i have 100-110 ping in servers Located in Germany .. and 110-140 ping in servers Located in the UK , With 2.5Mb/250Kb ADSL connection speed.
My question is : Will i get 70-80 ping if i upgrade my internet speed to 5Mb/500Kb or 8Mb/800Kb ?

Thanks.
 
I suspect not, if there is nothing else sharing your current 5MB/500Kb connection, then it should be plenty fast for online gaming. I wouldn't hesitate to run multiple computers gaming from that kind of connection. Your latency issue probably lies elsewhere, out of your control.
 
Originally posted by: skyking
upgrading with the same provider will not change your ping at all. The path will be the same.

but his serialization delay will be much lower. With those speeds serialization delay is a big part of latency, it would improve his ping but not by much. We could work out the numbers based on a 400 byte udp frame, just a guess on a game packet size, they're not big.

400*8 = 3200 bits or 3.2 kb.
3.2 kb/256 kb = 12.5 ms of serialization delay
3.2/512 = 6.25 ms delay
3.2/800 = 4 ms delay

So on a 400 byte frame he could stand to improve his transmit latency 8.5 ms.



 
Originally posted by: spidey07
Originally posted by: skyking
upgrading with the same provider will not change your ping at all. The path will be the same.

but his serialization delay will be much lower. With those speeds serialization delay is a big part of latency, it would improve his ping but not by much. We could work out the numbers based on a 400 byte udp frame, just a guess on a game packet size, they're not big.

400*8 = 3200 bits or 3.2 kb.
3.2 kb/256 kb = 12.5 ms of serialization delay
3.2/512 = 6.25 ms delay
3.2/800 = 4 ms delay

So on a 400 byte frame he could stand to improve his transmit latency 8.5 ms.

WoW ... nice one 😀 well Ye i want this 8.5 😀
u sound v.expert 😛 Very helpful explanation ...
i upgraded my internet yesterday , but upgraded to 5Mb Download / 800Kb Upload
i will check it today ..
Thanks
 
Also remember that not all providers are interested in you getting the best time possible. Many are only concerned with you getting the packets without losing any, even if that increases the latency. Often there is other traffic that is given higher priority vs an individuals connection.
 
You can get an idea of delays at each step between you and your destination by using the "pathping" command at the Command Prompt.

For instance:
"PathPing yahoo.com"
 
Download this trace program, ttp://www.d3tr.de/download.html

Use the Trace as List feature

Output should look like this, http://www.ezlan.net/network/trace.jpg

The table shows the result of multi ping from my computer through a Buffalo Router to Internet site 96.6.68.195*

The important columns in the table (for this discussion) are the two in the middle. I.e. Min. ms and Max ms.

The numbers there show a typical outcome. As the trace progress on the Internet the variation changes dramatically.

So while the variation on my Router is 1ms, and the connection to the direct ISP's server is 2ms, the variation later on is almost 20ms.

What practically this means?

One should run a similar trace to his favorite Games IPs and if the first number on the table present a bigger variation than the number later own One should get a new Router.

* The target IP number is an Akami server. Akami servers are probably the best server system on the Internet far surpass most the gaming servers.
 
Those trace tools don't take into account serialization delay because they use 64 byte frames. They can show per hop latency however. But when you calculate network delay and total latency you HAVE to take into account serialization on low speed connections. This is especially important with voice and video but the same concept applies to all applications.
 
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