Ping is also affected by geographical location. Some factors that might affect ping include: communication protocol used, Internet throughput (connection speed), the quality of a user's Internet service provider and the configuration of firewalls. Rather than using the traditional ICMP echo request and reply network packets to determine ping times, video game programmers often build their own latency detection into existing game packets (usually based on the UDP protocol) instead. Conversely, a high ping can make it very difficult for the player to play the game due to negative effects occurring, making it difficult for the player to track other players and even move their character. To counter this, many game servers automatically kick players with a ping higher than average. In some first-person shooter games, a high ping may cause the player to unintentionally gain unfair advantages, such as disappearing from one location and instantaneously reappearing in another, simulating the effect of teleportation, thus making it hard for other players to judge their character's position and subsequently making the player much more difficult to target. High ping may also cause servers to crash due to instability. Similarly, client software will often mandate disconnection if the latency is too high. Game servers may disconnect a client if the latency is too high and may pose a detriment to other players' gameplay. In games where timing is key, such as first-person shooter and real-time strategy games, a low ping is always desirable, as a low ping means smoother gameplay by allowing faster updates of game data between the players' clients and game server. This usage is a gaming cultural colloquialism and is not commonly found or used in professional computer networking circles. High ping and low ping are commonly used terms in online gaming, where high ping refers to a ping that causes a severe amount of lag while any level of ping may cause lag, severe lag is usually indicated by a ping of over 100 ms. The lower one's ping is, the lower the latency is and the less lag the player will experience. Ping time is an average time measured in milliseconds (ms). Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. A game with twitch gameplay such as a first-person shooter with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. The player's ability to tolerate lag depends on the type of game being played. In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. ( Learn how and when to remove this template message) Please help improve this article either by rewriting the how-to content or by moving it to Wikiversity, Wikibooks or Wikivoyage. The purpose of Wikipedia is to present facts, not to train. This article contains instructions, advice, or how-to content.
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