R F Gyro
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Posted - 2013.11.23 14:42:00 -
[1] - Quote
Cat Merc wrote:Iron Wolf Saber wrote:Phsyics, speed of light. and all that other nice stuff
You can circle the Earth 7 times a second at the speed of light. I'm not sure how that's a problem. Ignoring what has already been said about complexities of relays, protocols and such, just do the basic maths on a "perfect" scenario.
The two servers are 1/3 of the world apart. Request goes out, response comes back. That's 2 lots of 1/3 of the world (2/3). So light can travel that distance 7 divided by 2/3 = 10.5 times per second.
So that is 95ms (1/10.5 second) of additional latency in a perfect world. If you want to link Euro and Oceana battle servers it goes up to 140ms.
Last time I checked my ping time to my local battle server was 33ms.
So, consider the "A shoots B" scenario with these latencies. Local server only: A shoots, 33ms later the local server knows, 33ms later (at 66ms) A gets confirmation and B gets notified.
Now assume A and B are in EU & US: A shoots, at 33ms EU server knows, at 66ms A confirms, at 128ms US server knows, at 161ms B is notified.
My US ping time when I checked was 133ms, so the server-to-server scenario would be worse than me playing directly on the US server.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
Clones 4u
661
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Posted - 2013.11.23 14:47:00 -
[2] - Quote
IAmDuncanIdaho II wrote:Not sure why this wouldn't work, but what about alternative ideas? What if say......
There are server nodes everywhere (like a CDN (Akamai, etc.))
A lobby server knows the latencies of it's participants, and attempts to only match more participants based on a similar latency. So maybe guys in Asia connect to servers that are the same distance from them as guys in America. Then the latency is similar for all involved.
Apart from not being sure that this would solve the problem, it might also constrain the battle servers someone is "eligible" for, and mean it's harder to fill a lobby.
But basically avoiding the advantage you have because your latency to where the battle's being fought (i.e. the server that's running it) is 32ms and the guy who doesn't realise he's standing still from your perspective has a latency of 320ms
Or maybe it's possible to artificially increase latency to level the playing field?
/Rambling This basically is the strategy CCP are using. The more servers you have the fewer players there are on each; you don't want to be constantly fighting the other 8 people in your city that play Ambush and have more than 5m SP. CCP have gone for 4 regional battle servers which is a reasonable compromise: the majority of players get under 50ms latency at this level.
The servers do attempt to match on latency, but only to these 4 servers obviously, and they helpfully give you the option to override it.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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