Questions about ping and bps
I have a few questions regarding bps and latency:
1. When multi-player games display each clients' ping do they use a separate process that pings each client using ICMP or do they do a ping/pong test using UDP?
2. Just to clarify, the ping-pong test works by the server sending a packet to the client and recording the time sent. The client sends the packet back to the server and the server records the time again, so receiveTime - sendTime = latency. Is this right?
3. How would you calculate bits per second? Say for a packet of bit size n.
Quote:Original post by rajend3
I have a few questions regarding bps and latency:
1. When multi-player games display each clients' ping do they use a separate process that pings each client using ICMP or do they do a ping/pong test using UDP?
2. Just to clarify, the ping-pong test works by the server sending a packet to the client and recording the time sent. The client sends the packet back to the server and the server records the time again, so receiveTime - sendTime = latency. Is this right?
3. How would you calculate bits per second? Say for a packet of bit size n.
Sorry for my bad English!
1)It's not important use ICMP pack to ping a client. It's very simple implement a ping-pong packet to add to application.
2) You can implement a global timer to synchronize all pack send. This approach is use in fps to reduce lag time.
When the server start, you start a local timer with high precision (ms or us). When a client join to server you send the "local time" andsynchronize all pack send. In this way when a player press fire the event is join with the "local time" on server. For more info you can search SNTP (simple network time protocol).
3) when you send a pack count the byte and multiply for 8
(8 bit = 1 byte)
TNX
Xues32
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