Chief Blur Buster wrote:
Literally, this is so important -- eSports players consider this seriously too: They win more CS:GO championship money playing on a 5MBps connection with 1ms ping variability (29ms-31ms from ping.exe, 30ms avg) to the same server -- than a gigabit cable connection with continually 25ms random variability (5ms-55ms from ping.exe, 30ms avg). Faster often can translate to less variable ping, but not always -- these situations have happened before -- fast Internet connections crappy to CS:GO and slower Internet connections sterling to CS:GO -- all simply because of ping latency variability too small to be easily noticed in web browser surfing.
Interesting, and i agree that it also may play a role, but still, and by far, the most important thing in online gaming (at least for cs 1.6 and cs:go) are UDP packets, and how your ISP is handling and prioritizing UDP packets, and how overloaded your ISPs network is during different hours in a day. And this is precisely why crankz said this:
crankz wrote:I think its hardware related... cuz some days it feels good, others feels really crap...
Although he is wrong that it is hardware releted... this is exactly what happens on shitty internet connections. This happens because your ISPs network is under different load all the time, sometimes it is heavily used and overloaded and sometimes the usage is not that great and then you are getting better hit reg in fps shooters. What happens when network is overloaded ? Higher ping fluctuations, possibly more packet loss, and when that happens there are more packet errors that needs to be corrected. So basically, what affects hit reg and gaming in general are the number of errors on your line (they increase when your ISPs network is under heavy usage) and then additional delays are introduced, and error correction techniques like interleaving and IMP jump into action. For DSL we are looking at these parameters:
- interleaver depth
- delay (in ms)
- INP
You want to have these
as low as possible to have the best gaming performence. Currenly internet connections are adaptive so changes are made on the fly depending on your line condition at a given time (errors, reported DL/UP rates, variances in snr margin, and attenuation, among other things...) so you have no control over these parameters, and fixing "bad hit reg" is not possible in any way, no matter what you do. In the past there was a possibility to made certain changes for your line and make them stick, you only needed to contact your ISPs customer service and request the use of fastpatch on your line. This meant lowest ping times (the lowest possible for your line) and no error correction. And even with errors that were not corrected and occasional packet loss the gaming performence ("hit reg" mostly because this is what matters) could have been 100% or 200% better than with interleaving and error correction enabled. Depending on your connection, you could have easily felt like you were playing a completely different game. Currently ISPs do not make any changes to your line on request, everything is automatic, and internet stability has the highest priority for every ISP out there.