Hi Luca,

> On Dec 9, 2021, at 18:38, Luca Muscariello <muscarie...@ieee.org> wrote:
> 
> Hi Sebastian
> 
> On Thu, Dec 9, 2021, 17:09 Sebastian Moeller <moell...@gmx.de> wrote:
> Hi Luca
> 
> > On Dec 3, 2021, at 15:58, Luca Muscariello <muscarie...@ieee.org> wrote:
> > 
> > 
> > 
> > On Fri, Dec 3, 2021 at 3:35 PM Sebastian Moeller <moell...@gmx.de> wrote:
> > Hi Dave,
> > 
> > 
> > > On Dec 3, 2021, at 15:18, Dave Taht <dave.t...@gmail.com> wrote:
> > > 
> > > On Fri, Dec 3, 2021 at 4:00 AM Luca Muscariello <muscarie...@ieee.org> 
> > > wrote:
> > >> 
> > >> Test using a tp-link AP EAP 245
> > >> 
> > >> https://www.waveform.com/tools/bufferbloat?test-id=bbcc5ef5-e677-4f27-aa04-1849db81d0f5
> > > 
> > > Nice.
> > > 
> > > A kvetch is that I really wish they also tested up and down at the same 
> > > time.
> > > 
> > > Another kvetch is I think the test needs to run longer at these speeds.
> > > 
> > > Another another kvetch is they factor in baseline latency to determine
> > > if the link is suitable for gaming or not.
> > 
> >         Which is the sane thing to do... IMHO. For any "twitch"-type 
> > reation-time gated gaming all players need to be in an acceptable range of 
> > "RTTs" to and from the server so that all perceive the world similarly and 
> > nobody has an unfair advantage/disadvantage, so absolute RTT does seem to 
> > matter. I would agree that jitter is nastier in that is will cause 
> > "randomish" variations of the RTT, but then the known solution against 
> > jitter is additional buffering (large enough to simply even out the unequal 
> > jittered packet arrival times) which in turn just increases the "RTT", no? 
> > (I guess no game really does this enough, so jitter stays the constant 
> > problem for internet game-play).
> > >
> > 
> > Mobile multiplayer competitive games, like PvP, 5v5 such as CoDM, Critical 
> > Ops, LoL Wild Rift may have very different ways to face/conceal network 
> > conditions based on the experience the studio wants to offer to the gamer.
> 
>         Care to elaborate, please? As far as I can tell what I describe above 
> is pretty universal iff fair "coordination" between different player's 
> actions is required. How do you conceal issues about causal ordering of 
> events that ideally are identical from all perspectives?
> 
> Not all games use deterministic lockstep because it requires to compensate 
> latency from the different players. Of course if latency is zero it is 
> easier. But that assumption or that objective is one of the fallacies of 
> distributed computing. 
> 
> Predictive lockstep or even rollback netcode are examples where you fix 
> update  accuracy reactively. 

        Ah, sure, I was talking core principle not implementation. I fully 
agree that predictive/speculative techniques help to make the causality 
problems of different information propagation delays appear less often. In 
retrospect that is what "conceal network conditions" alstready covered ;)


> Beyond specific netcode techniques, some mobile games can give you the 
> illusion that you're playing PvP while at some point reality is that you can 
> continue to play almost offline against bots.  

        I don't want to sound harsh, but that feels like "cheating".

> 
> There are games where physics inaccuracies can be concealed. Physics is very 
> important for first person shooter games while an ARPG may conceal 
> inaccuracies in the middle of the mess that is rendered on screen, think of 
> League of Legends Wild Rift. 

        Ah, okay. Didn't know at all about the last two ;)

Thanks!

Regards
        Sebastan


> 
> 
> 
> Regards
>         Sebastian
> 
> 
> > 
> >  
> > 
> > > We had them participating on this list at some point....
> > > 
> > >> 
> > >> 
> > >> On Thu, Dec 2, 2021 at 7:48 PM Dave Taht <dave.t...@gmail.com> wrote:
> > >>> 
> > >>> tp-link, is, so far as I know, the last major home router vendor NOT
> > >>> shipping a SQM system. Perhaps this could be modded up with someones
> > >>> with accounts?
> > >>> 
> > >>> https://community.tp-link.com/us/home/forum/topic/511156
> > >>> 
> > >>> 
> > >>> --
> > >>> I tried to build a better future, a few times:
> > >>> https://wayforward.archive.org/?site=https%3A%2F%2Fwww.icei.org
> > >>> 
> > >>> Dave Täht CEO, TekLibre, LLC
> > >>> _______________________________________________
> > >>> Bloat mailing list
> > >>> bl...@lists.bufferbloat.net
> > >>> https://lists.bufferbloat.net/listinfo/bloat
> > > 
> > > 
> > > 
> > > -- 
> > > I tried to build a better future, a few times:
> > > https://wayforward.archive.org/?site=https%3A%2F%2Fwww.icei.org
> > > 
> > > Dave Täht CEO, TekLibre, LLC
> > > _______________________________________________
> > > Cerowrt-devel mailing list
> > > Cerowrt-devel@lists.bufferbloat.net
> > > https://lists.bufferbloat.net/listinfo/cerowrt-devel

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