You have described the theory in sufficient detail. I disagree with the use of vague wording and the method that you believe will confirm this theory. And it is precisely the method that is worth thinking about.rusihhh wrote: That said — I *do* want a real discussion here.
If you’re open to it, I’d sincerely appreciate hearing your **technical perspective**:
- How do you interpret the theory?
- What parts of it do you agree or disagree with — and why?
- What’s your final stance, and are there any questions you’d raise about the claim?
I'll put a suggestion up for consideration, maybe it will lead someone else to a better solution for the testing method and data analysis to find patterns.
Also, the theory contains assumptions that are difficult to check from home; you will need a computer club. So you will have to check the theory in parts.
Let's start with the simplest thing,
Theory (based on tests in games like Rainbow Six Siege):
Some games dynamically adjust the size of the packets they send to you based on their evaluation of your connection quality.
We will need 2 accounts and two computers and two different ISPs, we will try to simplify everything as much as possible to begin with.
One server with active players. All default settings, no voice chats. Blocked fps. Both players are standing at the same point on the map (or shoulder to shoulder) and the crosshair is aimed at the same pixel.
Capture of udp packet data. Analysis, conclusions.This is the beginning. We are waiting for criticism.
