rusihhh wrote:
We don’t necessarily need laboratory conditions — we can already observe an **N-period average and a value range**, which clearly shows a difference.
What we need is a **normal usage scenario**.
rusihhh wrote:
Technical Note:
I'm approaching this from a network engineering background.
If this is mission impossible, maybe we shouldn't say this?
rusihhh wrote:
Also, we’re **not looking for temporary spikes or drops** in packet size.
We're specifically looking for **differences in the range of average packet sizes** — please take another look at the chart in the first post.
In one game there are 5 people in voice chat, in another 2.
**differences in the range of average packet sizes** in packet size There won't be any difference?
rusihhh wrote:
I truly appreciate your perspective. I hope this theory gains attention and recognition. In my view, it’s valid — and if it turns out to be true, it completely undermines the competitive integrity of these games.
Hopefully, someday a proper scientist will investigate this and provide real clarity.
On this forum 99% only pretend that it is important for them to understand something, and even you do not want to make unnecessary movements. There are thousands of messages: I want to know the truth, I need evidence. But many people offered to help you?
competitive integrity, what is this anyway? One player has a 60hz monitor, another has 600hz. How is this even possible?
Everyone has the opportunity to buy the best equipment, and buy a house or apartment near the data center where the servers of your favorite game are located, or an office right in this data center. Teams of players in lol, in full force, fly from Europe to Korea to practice with a ping of 1ms. Everyone has the opportunity except "themagic", Problem with skills

I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.