Re: internet latency
Posted: 07 Jun 2019, 18:26
Many YouTube videos galore.
This one is not a Battle(non)sense video but it may simplify understanding for those who need a simpler "ELI5" video:
Shots that are made that looks like they missed, but hit.
Shots that are made that looks like it hit, but missed.
This video tells you why in a more "Explain Like I'm Five" manner.
For seasoned gamers, hitreg feel is totally different at 60Hz versus 240Hz, 125Hz mouse versus 1000Hz mouse, 64tick versus 128tick, 30fps versus 300fps, near zero-jitter fiber connection versus very jittery slow cable Internet connection, etc. It screws wonky with the predictive hitreg algorithms. Sometimes you have to compensate with different gaming tactics. The algorithms in a game tries to be a Great Equalizer for all the players in a game, and it sometimes fails to try to level the playing field. But oftentimes, one has to tell themselves to "suck it up cupcake" in tolerating the hitreg physics hardcoded in a game.
The problem of a high performance gamer with sub-10ms button-to-pixel CS:GO, running on fiber connections, means even tiny 1ms-to-2ms ping-volatility-pattern-changes (regular volatility, erratic volatility, volatility spikes, intermittent volatility, etc) can actually now create noticeable hitreg-feel changes to a trained/seasoned gamer to a human on an older game running at ultrahigh framerates. Ugh. That's the name of the game of the falling noisefloor of error margins. We upgrade everything to the hilt, and then feel hitreg became worse for certain situations somehow. Crazy.
It's come to the point where high-but-perfectly-consistent latency is easier to score hitregs on, than low-but-volatile latency. That's because we can lag-compensate -- e.g. shootaheads/shootbehinds. A perfectly exact 10ms change means something is predictably 10 extra pixels ahead or behind 1000 pixels/second (1ms = 1 pixel per 1000 pixels/sec). So we can train ourselves to shootahead/shootbehind as a human compensation. If your enemy is moving 4000 pixels/second across your screen, 10ms change may means 40 pixel change. It's like aiming ahead physically in real life -- like if your bullet is slower or faster, you have to aimahead further if your projectile is slower (e.g. shooting with arrows instead of a gun) towards a moving target. Now your latency varies? Now, if your ping volatility worsens, you can't compensate quite as easily, because the invisible valid hitreg zone is jittering all over the place away from the actual steadily-moving enemy. Ping compensation algorithms try to work around that but, your ping jitter is not the same as your competitor's ping jitter, and the ping jitter can interact by rounding-off to the previous/next tick cycle -- the server ain't waiting 1ms longer to make sure your packet is included in the previous tick. So, sorry, your hitreg zone can go wonky even with 1-2ms ping volatility changes.
Think of it mathematically...
...1ms equals 1 centimeter per 1 meter/sec motion
...1ms equals 1 inch per 1000 inch/sec motion
...1ms equals 1 meter per 1000 meter/sec motion
...1ms equals 1 pixel per 1000 pixels/sec motion
...1ms equals 1 degree per 1000 degree/sec motion
etc.
Now vary that millisecond on your side.
Now consider your enemy may be varying (performance, ping, etc)
Now consider the network.
Being fast action games where flick turns frequently far exceeds such numbers, as soon as the noisefloor of other latency issues (by upgrading everything we can to the hilt), we more starkly self-see the latency noise of other things like the other gamers, server, netcode, etc. The millisecond we used to not feel, now can get felt.
We try to measure, but those single ping numbers don't tell much. However, one thing does not change: Post measurement proof of your problems. In troubleshooting we need substantiated claims, not unsubstantiated claims.
Nontheless. It's very, very hard to control consistency in netcode -- even if playing on an ultralow-latency LAN on a real fast server. It's going to blast statistical noise out the wazoo. Much easily hidden like dust swept under a rug, by your garden variety 30 frames per second on a 60 Hz monitor. A 50ms amplitude of noise easily hides 1ms well below the noisefloor.
But as we push performance, frame rates, refresh rates, tickrate higher, mouse rate higher, etc -- the noise amplitude tightens. A 1ms change is potentially more noticeable in an 8ms-amplitude noise, unlike 50-to-100ms-amplitude noise (let's say, the latency noise of the whole game from you to the other gamers -- all the equipment lags and network lags combined, including netcode and server). Sometimes figurative textbooks need to be rewritten. So many onion layers of statistical noise are being peeled and peeled more in ultrahigh-framerate older games, to the point where lagfeel differences of tiny ping volatility differences are actually legitimately perfectly complainable topic matters for the sensitive gamer, even among the placebo-claim mix and other reddit/commenboard dismissals. (But rheoretical question: What do we do, within our ability?) But we need measurements. Yes, MEASUREMENTS -- something I totally agree on. Hard data, I say!
Now, there's so much latency noise -- you have no control over your enemy's ping jitter, nor the server's ping jitter. All that is going to contribute to hitreg weirdnesses you can never control. You can only unpeel your own noise as much as you can by upgrading everything to the hilt like a $5000 fine-tuned system on a fiber-optic business gigabit connection -- and STILL have hitreg problems. Then it's alas, often a "suck it up cupcake" situation.
Now, if you know hitreg feel is much better testing your system at your friends (physically moving your system to your friend) and you ended up liking the hitreg feel better on your exact same system. If so, then perhaps you want to play the router lottery and/or business ISP lottery, moving, or some other drastic route. Hitreg feel consistency/inconsistency is never going to be perfect, you can only do your best.
Sometimes it's just easier to change your gaming tactic to other game tactics that are more immune to ping-volatility problems. (Example1: Shooting someone running away or towards you, is more hitreg-reliable, than shooting someone strafing sideways across your vision. Example2: Double or triple shot to give a bullet spray to cover a wider latency error range to capture a bigger likelihood of hitreg, if the scoreable hitreg is lagging in an empty space slightly to the side of the strafing onscreen enemy. You see many Twitch gamers doing intentional double-shots and triple-shots to sideways-strafing enemies as a hitreg-compensation tactic)
This one is not a Battle(non)sense video but it may simplify understanding for those who need a simpler "ELI5" video:
Shots that are made that looks like they missed, but hit.
Shots that are made that looks like it hit, but missed.
This video tells you why in a more "Explain Like I'm Five" manner.
For seasoned gamers, hitreg feel is totally different at 60Hz versus 240Hz, 125Hz mouse versus 1000Hz mouse, 64tick versus 128tick, 30fps versus 300fps, near zero-jitter fiber connection versus very jittery slow cable Internet connection, etc. It screws wonky with the predictive hitreg algorithms. Sometimes you have to compensate with different gaming tactics. The algorithms in a game tries to be a Great Equalizer for all the players in a game, and it sometimes fails to try to level the playing field. But oftentimes, one has to tell themselves to "suck it up cupcake" in tolerating the hitreg physics hardcoded in a game.
The problem of a high performance gamer with sub-10ms button-to-pixel CS:GO, running on fiber connections, means even tiny 1ms-to-2ms ping-volatility-pattern-changes (regular volatility, erratic volatility, volatility spikes, intermittent volatility, etc) can actually now create noticeable hitreg-feel changes to a trained/seasoned gamer to a human on an older game running at ultrahigh framerates. Ugh. That's the name of the game of the falling noisefloor of error margins. We upgrade everything to the hilt, and then feel hitreg became worse for certain situations somehow. Crazy.
It's come to the point where high-but-perfectly-consistent latency is easier to score hitregs on, than low-but-volatile latency. That's because we can lag-compensate -- e.g. shootaheads/shootbehinds. A perfectly exact 10ms change means something is predictably 10 extra pixels ahead or behind 1000 pixels/second (1ms = 1 pixel per 1000 pixels/sec). So we can train ourselves to shootahead/shootbehind as a human compensation. If your enemy is moving 4000 pixels/second across your screen, 10ms change may means 40 pixel change. It's like aiming ahead physically in real life -- like if your bullet is slower or faster, you have to aimahead further if your projectile is slower (e.g. shooting with arrows instead of a gun) towards a moving target. Now your latency varies? Now, if your ping volatility worsens, you can't compensate quite as easily, because the invisible valid hitreg zone is jittering all over the place away from the actual steadily-moving enemy. Ping compensation algorithms try to work around that but, your ping jitter is not the same as your competitor's ping jitter, and the ping jitter can interact by rounding-off to the previous/next tick cycle -- the server ain't waiting 1ms longer to make sure your packet is included in the previous tick. So, sorry, your hitreg zone can go wonky even with 1-2ms ping volatility changes.
Think of it mathematically...
...1ms equals 1 centimeter per 1 meter/sec motion
...1ms equals 1 inch per 1000 inch/sec motion
...1ms equals 1 meter per 1000 meter/sec motion
...1ms equals 1 pixel per 1000 pixels/sec motion
...1ms equals 1 degree per 1000 degree/sec motion
etc.
Now vary that millisecond on your side.
Now consider your enemy may be varying (performance, ping, etc)
Now consider the network.
Being fast action games where flick turns frequently far exceeds such numbers, as soon as the noisefloor of other latency issues (by upgrading everything we can to the hilt), we more starkly self-see the latency noise of other things like the other gamers, server, netcode, etc. The millisecond we used to not feel, now can get felt.
We try to measure, but those single ping numbers don't tell much. However, one thing does not change: Post measurement proof of your problems. In troubleshooting we need substantiated claims, not unsubstantiated claims.
Nontheless. It's very, very hard to control consistency in netcode -- even if playing on an ultralow-latency LAN on a real fast server. It's going to blast statistical noise out the wazoo. Much easily hidden like dust swept under a rug, by your garden variety 30 frames per second on a 60 Hz monitor. A 50ms amplitude of noise easily hides 1ms well below the noisefloor.
But as we push performance, frame rates, refresh rates, tickrate higher, mouse rate higher, etc -- the noise amplitude tightens. A 1ms change is potentially more noticeable in an 8ms-amplitude noise, unlike 50-to-100ms-amplitude noise (let's say, the latency noise of the whole game from you to the other gamers -- all the equipment lags and network lags combined, including netcode and server). Sometimes figurative textbooks need to be rewritten. So many onion layers of statistical noise are being peeled and peeled more in ultrahigh-framerate older games, to the point where lagfeel differences of tiny ping volatility differences are actually legitimately perfectly complainable topic matters for the sensitive gamer, even among the placebo-claim mix and other reddit/commenboard dismissals. (But rheoretical question: What do we do, within our ability?) But we need measurements. Yes, MEASUREMENTS -- something I totally agree on. Hard data, I say!
Now, there's so much latency noise -- you have no control over your enemy's ping jitter, nor the server's ping jitter. All that is going to contribute to hitreg weirdnesses you can never control. You can only unpeel your own noise as much as you can by upgrading everything to the hilt like a $5000 fine-tuned system on a fiber-optic business gigabit connection -- and STILL have hitreg problems. Then it's alas, often a "suck it up cupcake" situation.
Now, if you know hitreg feel is much better testing your system at your friends (physically moving your system to your friend) and you ended up liking the hitreg feel better on your exact same system. If so, then perhaps you want to play the router lottery and/or business ISP lottery, moving, or some other drastic route. Hitreg feel consistency/inconsistency is never going to be perfect, you can only do your best.
Sometimes it's just easier to change your gaming tactic to other game tactics that are more immune to ping-volatility problems. (Example1: Shooting someone running away or towards you, is more hitreg-reliable, than shooting someone strafing sideways across your vision. Example2: Double or triple shot to give a bullet spray to cover a wider latency error range to capture a bigger likelihood of hitreg, if the scoreable hitreg is lagging in an empty space slightly to the side of the strafing onscreen enemy. You see many Twitch gamers doing intentional double-shots and triple-shots to sideways-strafing enemies as a hitreg-compensation tactic)