Author Topic: A European based server  (Read 3231 times)

Offline Skuzzy

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Re: A European based server
« Reply #45 on: January 28, 2010, 07:55:29 AM »
Yes, but if a server was placed overseas it would suffer the 30% packet loss you are suffering.  So it would have to be a dedicated arena, which means it would not be very well populated.  While some players might enjoy it, seeing the arena with a couple of hundred players in it would be too tempting and reduce the numbers in the European arena/server to the point it simply would not make good business sense.
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Offline Viperius

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Re: A European based server
« Reply #46 on: January 28, 2010, 07:59:06 AM »
Ye I see your point.

And we are back to we are screwed  :lol

Offline Kazaa

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Re: A European based server
« Reply #47 on: January 28, 2010, 08:14:51 AM »
Thanks for sharing your knowledge with us mortals Skuzzy.

/thread.
« Last Edit: January 28, 2010, 08:16:56 AM by Kazaa »



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Offline guncrasher

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Re: A European based server
« Reply #48 on: January 28, 2010, 11:36:34 PM »
well written skuzzy, i finally understood the packet loss/delay/ping thingy  :rock.

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Offline Anaxogoras

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Re: A European based server
« Reply #49 on: January 28, 2010, 11:45:16 PM »
If the United States ever gets around to upgrading its telecommunications infrastructure to match the standard of Europe and Japan/Korea, then I would bet you guys would see much improved ping times.
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Offline Skuzzy

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Re: A European based server
« Reply #50 on: January 29, 2010, 06:11:13 AM »
If the United States ever gets around to upgrading its telecommunications infrastructure to match the standard of Europe and Japan/Korea, then I would bet you guys would see much improved ping times.

Don't hold your breath for that one.  You would have better odds of Duke Nukem being shipped first.

Overseas cable connections are a shared cost between the points of origin for the installation.  The installation costs runs well into the hundreds of millions of dollars.  Maintenance is several million dollars a month.  So you have two countries who have to agree on the installation and maintance costs.  

There has to be a huge voice demand for more bandwidth.  Internet performance is not a criteria for increasing that bandwidth.
« Last Edit: January 29, 2010, 06:19:50 AM by Skuzzy »
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Offline bj229r

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Re: A European based server
« Reply #51 on: January 30, 2010, 10:48:49 AM »
I just checked mine, off peak hours I was pinging 234-245. This doesnt effect the game for me though, I dont got the crazy warps like greens or joeblack and I hardly ever notice rubber bullets.

What do some of you euro guys have problems with when your playing? :salute
I'm dial-up in VA, have slightly lower than yours (usually 200-ish) As long as I don't leave Drudge Report or something in open window constantly refreshing, I'm ok. My grief is it takes like 10 minutes for jug to get anywhere at a safe alt...I get bored...surf web....get disco'd :cry
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Offline Charge

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Re: A European based server
« Reply #52 on: February 01, 2010, 03:18:27 AM »
"Internet performance is not a criteria for increasing that bandwidth."

Would it be beneficial to have an internet connection which would be optimized to faster packet rate, not data rate since the gamers do not need lots of data but consistent and fast packet rate?

What I'm suggesting here is a dedicated game network which is not optimized to down/upload things but to provide faster packet rate. I don't know a zit about protocols so I probably don't know what I'm suggesting here.  :lol

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Offline Skuzzy

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Re: A European based server
« Reply #53 on: February 01, 2010, 06:26:12 AM »
Actually, Lucent/Alcatel finished a trial run of a new connection technology for long haul underseas cables.  It is fiber optic based, but much, much smaller and faster than the current technology allows.  It makes use of 155 different carrier frequencies and places a bit of data on the trailing and rising edges of each pulse.  They were able to transfer 15.5TB of data in one second, over a 1,000 mile loop.  That is about 400DVD's, in one second.

They are just waiting around for the countries to decide to pay for it to be installed.
« Last Edit: February 04, 2010, 08:22:05 AM by Skuzzy »
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Offline Impakt

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Re: A European based server
« Reply #54 on: February 01, 2010, 09:35:15 AM »
Thanks Skuzzy for all of your clarifications. I am a book person who does not feel very at home in the world of computers---your explanations were very helpful <S>.


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Offline Charge

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Re: A European based server
« Reply #55 on: February 01, 2010, 03:07:31 PM »
Somebody else had already thought what I was thinking too:

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.98.7687&rep=rep1&type=pdf

GTP = Game Transfer Protocol

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Offline Delirium

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Re: A European based server
« Reply #56 on: February 02, 2010, 01:04:39 AM »
Skuzzy, I hate to hijack this thread but I have a question regarding performance in AH.

The smoothing code tends to make even most wild maneuvers able to be tracked both by visually and by the computer. The only time I feel it is having trouble is with a bandit rapidly changing his vectors.

For example, a 190 (most common culprit) is pulling a low G turn to the left in an attempt to make me overshoot. When he sees the overshoot isn't going to occur, he rolls 180 degrees and begins a 4-5G turn to the right. Once again, the overshoot fails so he begins wild rolls and never maintaining the same heading for more than a second or so. You can also recreate this to a lesser extent by snaprolling within AH, even my BABe (big a** bird) P38 can perform this.

The question I have is this; if he decides to 'have a seizure' at the stick will my computer still register hits according to what I see on my FE or does it need to coincide to what is happening on his end? From everything I know, it is the former rather than the later but I want to make sure I am correct before I inform students of this.
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Offline Skuzzy

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Re: A European based server
« Reply #57 on: February 02, 2010, 06:23:13 AM »
If you fire and hit the target, the target takes damage, regardless of what the targets front end looks like.  That all presumes the network is acting normally.

It is possible to hit the target and the target not appear to take any damage if there is problems with the network connection of either player.  This is where the delayed kill comes in.
« Last Edit: February 02, 2010, 06:25:20 AM by Skuzzy »
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Offline saantana

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Re: A European based server
« Reply #58 on: February 02, 2010, 01:20:39 PM »

Overseas packet loss is simply due to congestion of the main communication lines between countries.  What causes that congestion?  A number of things no one really wants to hear about.

Adult Content  :rofl
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Offline saantana

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Re: A European based server
« Reply #59 on: February 02, 2010, 01:26:08 PM »
One network oddity I notice is that I register hits on a plane, and then it explodes without myself getting any credit for the kill.

I guess the other guy got to him first, so on his end hes dead and I'm effectively shooting a ghost? This always happens to me whilst flying with my squad mates..  :cry
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