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A-Net's method on tackling lag

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Comments

  • Huli22Huli22 Member Posts: 64

    Originally posted by Swanea

    On this issue, are we going to see shards for any areas (like cities or open zones)?  I mean we know cities will have instances in them, and while open zones will be open, I do wonder if that could happen.

    Well shards as you put em, are created upon entering an instanced zone, like your story-telling place, dungeons, special events. So yes there will be shards but I have not seen any information if they will be implementing this on the open world. So far they said it will be as open as any other MMORPG and that there will be one big world.

  • svannsvann Member RarePosts: 2,230

    Originally posted by Huli22

    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

  • Huli22Huli22 Member Posts: 64

    Originally posted by svann

    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

  • cloud8521cloud8521 Member Posts: 878

    Originally posted by Huli22

    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

  • TazlorTazlor Member UncommonPosts: 864

    i think A-net will take care of it, don't worry.

     

    now for the non-fanboy reply....

     

    there will be lag.  unless they use the method they used on GW1 for controlling it.  remember what that was?  instancing.

  • svannsvann Member RarePosts: 2,230

    Originally posted by Huli22

    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    http://en.wikipedia.org/wiki/Lag_(online_gaming)

    "Although it is commonly used to refer to delays caused by high latency, it is occasionally used to describe delays caused by insufficient processing power in the client and/or server."

  • DookzDookz Member UncommonPosts: 562

    As mentioned before Zoned persistence will help relieve a lot of the anticipated lag. Most games have this. The ones that don't suffer from it.

    Playing now: Cities: Skyline / Ori and the Blind Forest / Banished

  • Huli22Huli22 Member Posts: 64

    Originally posted by cloud8521

    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

  • skeaserskeaser Member RarePosts: 4,208

    I heard that ArenaNet will be deploying troglodytes and zombie-gnomes into the interwebs tubes to find lag between you and the server and eat it. =)

    They are NOT responsible if these creatures make it through your firewall and into your home and you will be expected to feed them.

    Sig so that badges don't eat my posts.


  • cloud8521cloud8521 Member Posts: 878

    Originally posted by Huli22

    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

  • Huli22Huli22 Member Posts: 64

    Originally posted by cloud8521

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.

    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?

  • cloud8521cloud8521 Member Posts: 878

     






    Originally posted by Huli22





    Originally posted by cloud8521






     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.





    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?



    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by cloud8521

    Originally posted by Huli22


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

    I've never seen a game with seconds per frame, except Vanguard and that's because I got below 1 FPS so it started showing me SPF...

    Sig so that badges don't eat my posts.


  • cloud8521cloud8521 Member Posts: 878

    Originally posted by skeaser

    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

    I've never seen a game with seconds per frame, except Vanguard and that's because I got below 1 FPS so it started showing me SPF...

    what are you tlaking about? that had nothing to do with what i said.

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by cloud8521

    Originally posted by skeaser


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

    I've never seen a game with seconds per frame, except Vanguard and that's because I got below 1 FPS so it started showing me SPF...

    what are you tlaking about? that had nothing to do with what i said.

    "real measurement of FPS is latency between frames". You said that right. You are saying that real FPS is the latency (time) between frames. Seconds is a measurement of time. What I said is exactly what you were talking about.

    Sig so that badges don't eat my posts.


  • cloud8521cloud8521 Member Posts: 878

    Originally posted by skeaser

    Originally posted by cloud8521


    Originally posted by skeaser


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

    I've never seen a game with seconds per frame, except Vanguard and that's because I got below 1 FPS so it started showing me SPF...

    what are you tlaking about? that had nothing to do with what i said.

    "real measurement of FPS is latency between frames". You said that right. You are saying that real FPS is the latency (time) between frames. Seconds is a measurement of time. What I said is exactly what you were talking about.

    lol sorry, i had my srs business cap on

    ----------------------------------------------------------

    anyway for fun i made a pic that shows latancy for ping and fps for anyone who wants to know

     

     

    red is the ms value of both, black is the network latancy, and green is the FPS latancy.

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by cloud8521

    Originally posted by skeaser


    Originally posted by cloud8521


    Originally posted by skeaser


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22


    Originally posted by svann


    Originally posted by Huli22

    One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.

    The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!

    Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks. 

    You are wrong.  Latency  is slowdown in network.  Lag is a more generic term.  It means latency and it is also any other kind of slowdown as well.  Originally it was a tuneup term for cars.  It just means how much one thing follows another.

    Please check this wiki link: http://en.wikipedia.org/wiki/Lag

    And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.

    Just wow.  Did you even read the link you just posted?  Ill quote a bit for you.  Please read:

    "The term lag is often also used as a synonym for communication latency. This can be misleading because there can be other causes for the symptom."

    Ok, I will answer your trollism:

     

    latency (plural latencies)


    1. (electronics) A delay, a period between the initiation of something and the occurrence.


    [edit] Synonyms


     


    Now where do you see the period, when you have a worthless piece of junk computer and you click on a spell to cast?

    FPS can be measured by the latency between frames, so if you are getting slow FPS then it is consitered to be lagging.

    Sorry? Frames Per Second is already a measurment. If you want to measure a change from each frame to frame basis, then I can understand that, but the game would have to run 0 - 1 fps so I would have the need to measure the latency in there, if it even runs. I stand my case, Lag has nothing to do with Frames Per Second(If you do not count the processing power needed to run a network connection). 

     

    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurement of FPS is latency between frames, this is measured in milliseconds.  COD has fps but the more accurate MS will always win out for more accuracy

    I've never seen a game with seconds per frame, except Vanguard and that's because I got below 1 FPS so it started showing me SPF...

    what are you tlaking about? that had nothing to do with what i said.

    "real measurement of FPS is latency between frames". You said that right. You are saying that real FPS is the latency (time) between frames. Seconds is a measurement of time. What I said is exactly what you were talking about.

    lol sorry, i had my srs business cap on

    ----------------------------------------------------------

    anyway for fun i made a pic that shows latancy for ping and fps for anyone who wants to know

     

     

    red is the ms value of both, black is the network latancy, and green is the FPS latancy.

    Cool. So what's a good latency for FPS? Just curious. I'm so used to 30 FPS being hte minimum acceptable framerate and 60 being optimal, I wonder how I'm supposed to read this system.

    Sig so that badges don't eat my posts.


  • Huli22Huli22 Member Posts: 64

    Originally posted by cloud8521

     






    Originally posted by Huli22






    Originally posted by cloud8521








     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.






    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?




    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

    You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).

    Example:

    If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!

    Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.

     

    Please go technical and explain that on an example. 

  • cloud8521cloud8521 Member Posts: 878

    the smaller the number the better. it means the lower the closer they are together.  if you want to have 60 is about 16.6666667 ms. (which would be rounded to 16.67 i think) less is more in this case, if you have 1000 ms thats the same as 1 frame a second.

     

    (sorry quotes are failing so i snipped them off)

     

    EDIT: you can measure network lag the same way. so the lower the ms the faster you are getting the information.

  • cloud8521cloud8521 Member Posts: 878

    Originally posted by Huli22

    Originally posted by cloud8521

     






    Originally posted by Huli22






    Originally posted by cloud8521








     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.






    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?




    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

    You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).

    Example:

    If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!

    Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.

     

    Please go technical and explain that on an example. 

    i gave you a picture. if you doint get that all hope is lost.

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by cloud8521

    the smaller the number the better. it means the lower the closer they are together.  if you want to have 60 is about 16.6666667 ms. (which would be rounded to 16.67 i think) less is more in this case, if you have 1000 ms thats the same as 1 frame a second.

     

    (sorry quotes are failing so i snipped them off)

    No worries about the quotes.

    Right, I figured that lower is better, but is this system any better than FPS or is it just the opposite way of calculating?

    Sig so that badges don't eat my posts.


  • cloud8521cloud8521 Member Posts: 878

    Originally posted by skeaser

    Originally posted by cloud8521

    the smaller the number the better. it means the lower the closer they are together.  if you want to have 60 is about 16.6666667 ms. (which would be rounded to 16.67 i think) less is more in this case, if you have 1000 ms thats the same as 1 frame a second.

     

    (sorry quotes are failing so i snipped them off)

    No worries about the quotes.

    Right, I figured that lower is better, but is this system any better than FPS or is it just the opposite way of calculating?

    its a more acurate way to calculate, but it is harder and it is in a way just oposite. the FPS system is fine. you can mathamaticly change them into eachother.  but one is a measure of ammount whereas the other is a measure of time between the ammount.

    as for networks its almost the same, but FPS = packets. and  time between packets = latancy. (tho it can also mean time between when host and client recive files.... dont quote me as much on the network stuff im not sure which way the measure it.)

  • Huli22Huli22 Member Posts: 64

    Originally posted by cloud8521

    Originally posted by Huli22


    Originally posted by cloud8521

     






    Originally posted by Huli22






    Originally posted by cloud8521








     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.






    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?




    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

    You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).

    Example:

    If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!

    Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.

     

    Please go technical and explain that on an example. 

    i gave you a picture. if you doint get that all hope is lost.

    Mr, what you are reffering to is frame time, please for the educations sake look at the link below:

     

    http://www.mvps.org/directx/articles/fps_versus_frame_time.htm

  • cloud8521cloud8521 Member Posts: 878

    Originally posted by Huli22

    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521

     






    Originally posted by Huli22






    Originally posted by cloud8521








     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.






    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?




    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

    You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).

    Example:

    If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!

    Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.

     

    Please go technical and explain that on an example. 

    i gave you a picture. if you doint get that all hope is lost.

    Mr, what you are reffering to is frame time, please for the educations sake look at the link below:

     

    http://www.mvps.org/directx/articles/fps_versus_frame_time.htm

    and? it does now change anything.

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by Huli22

    Originally posted by cloud8521


    Originally posted by Huli22


    Originally posted by cloud8521

     






    Originally posted by Huli22






    Originally posted by cloud8521








     




    sorry but you are wrong, FPS is a way to measure how many frames take  in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.






    Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?




    let me explain this.

     

    if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.

     

    i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.

    You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).

    Example:

    If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!

    Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.

     

    Please go technical and explain that on an example. 

    i gave you a picture. if you doint get that all hope is lost.

    Mr, what you are reffering to is frame time, please for the educations sake look at the link below:

     

    http://www.mvps.org/directx/articles/fps_versus_frame_time.htm

    Sooooo...

    Frame time = good for devs

    FPS = good for the rest of us

    ?

    Sig so that badges don't eat my posts.


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