Acceptable limits of latency
Gamers are very away of network latency, and can produce fairly decent reports describing what is important to them. Here is a nice report I saw on slashdot about the limits of acceptable latency for Quake gamers. http://members.home.net/garmitage/things/quake3-latency-051701.html
what is the difference in the distribution of grenville's latencies with those of a flat geographic distribution? randy
Sean;
Gamers are very away of network latency, and can produce fairly decent reports describing what is important to them.
Here is a nice report I saw on slashdot about the limits of acceptable latency for Quake gamers.
http://members.home.net/garmitage/things/quake3-latency-051701.html
It may be interpreted as an acceptable packet loss ratio at which observed latency is common. Or, it may be just that at the queue length for the latency, RED algorithm of common routers start dropping significant amount of packets. Masataka Ohta PS FYI, if you ignore diffserve hype, it is easy to reduce latency below 150msec with scalable per-flow resource reservation, though it will be charged proportional to the length of reservation.
There is a (relatively) high proportion of clueful individuals amongst the gaming slice of the Internet user pie. Indeed I know of at least two ISPs where engineers use QuakeWorld as a qualitative evaluation tool - tongue only slightly in cheek. - J On 25 May 2001, Sean Donelan wrote:
Gamers are very away of network latency, and can produce fairly decent reports describing what is important to them.
Here is a nice report I saw on slashdot about the limits of acceptable latency for Quake gamers.
http://members.home.net/garmitage/things/quake3-latency-051701.html
participants (4)
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Joshua Goodall
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Masataka Ohta
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Randy Bush
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Sean Donelan