Aces High Bulletin Board
Help and Support Forums => Technical Support => Topic started by: Tr1gg22 on December 11, 2013, 06:30:22 PM
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Skuzzy if you have time to do it will you please post a picture of a good net status like you get off ur clipboard... Ty
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or anyone else that has time?
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Here's mine....
(http://i266.photobucket.com/albums/ii253/maddogjoe_photos/var_zpsec17bd8d.jpg) (http://s266.photobucket.com/user/maddogjoe_photos/media/var_zpsec17bd8d.jpg.html)
Little peaks are ok like in mine, it's the big spikes you don't want. Variance should be right along that red line, and host queue should be right along the bottom.
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Perfect ty sir :aok
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That is a pretty good one.
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Mine looks about the same :aok For the most part
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Is it the Variance or Queue Time that is most important? :headscratch:
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They are both important for different reasons. Variance is the time shift between updates to/from your computer. Queue time is the server response time.
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I have a question along these lines.
My net status is very consistent with what Fug put up. I am on a DSL service.
Now, for many years I have been able to use what is called fastpath on my connect. My provider has recently installed something called an optimizer into their system. They are pretty much forcing me to use an interleaved connect. Anytime I have fastpath instituted this optimizer decides I must use interleave.
Last Tuesday Fastpath was instituted, last Friday the connect reverted back to interleave.
I can tell the difference in game play. Fastpath does lower my ping time by 20ms+/-. But its already below 100ms either way. With interleave tho, things are more warpy and I seem to hit the target a lot less. With fastpath I get more kills, plain and simple, not a super lot, but enough to notice.
Is fastpath a placebo affect, or is there a quantitative difference between the 2?
I know that UDP uses no error correction per say, unlike TCP. But interleave is a type of error correction process...............
Fact is I have more fun with fastpath in play.
:salute