rock.theory wrote:
maccabi wrote:
This is factually incorrect and a fallacy. You can't "slow" down someones internet connection . Nor does the game somehow magically slow down a connection.
Really? Because as a developer and network engineer, I can guarantee YOU are the one who is incorrect.
Go look up the words "latency" and "buffer". After then, if you can't figure out how it would be possible to artificially "slow" down someone's connection, then please never post here again unless it is asking for an explanation.
You are correct about one thing, it's not "magic" that slows down a connection, but it does slow it down with code. Go look up "lag compensation".
Really, well lets see.
You're a developer and a network engineer,..
free feel to correct anything here then.
People tend to assume they can can somehow "slow down" their connection this is in fact as I stated impossible, what people who do this actually do is delay packets, this isn't slowing the "speed" its just that delaying packts, Or downgrade their internet package to a lower bandwidth. This as you being a developer would know isn't advisable as all you are doing is further throwing yourself out of sync with the host as the server ticks are all out of kilter. But obviously being a network engineer you are well aware and i'm surprised actually you didnt correct the other guy theres not such as thing as high speed internet as people mistakenly refer to their bandiowdth allocation as speed.. but yeah you knew that right>
The simple fact is your connection you pay x amount for every month goes as far as the link to your ISP, once your packet passes out of the isps own network and hits the internet backbone your packet is being sent at the same "speed" as everyone else"
Obviously being a "network engineer" you'd know this and would also know that the actual time it takes a packet to travel from your own pc /console -through the isps own network and onto the actual internet is basically milliseconds.
as a "developer" i'm sure you're well aware that online games rely on the host and playr sending out updates based on pre defined ticks , If you delay the sending of this update you are not making the game better for yourself you are basically throwing yourself out of kilter in such a way as a lag switch would give a host player an advantage.
rock.theory wrote:
Really? Because as a developer and network engineer, I can guarantee YOU are the one who is incorrect.
Just so we're completely clear here.
I hold a CCIE in network and switching (free feel to argue this but protip use search I have proven this a few times)
I also spent a good many years in the games industry writing netcode for mpogs.
My networking guides for the CoD community have been a regular feature of the forums for a good many years and can be found either featured,quoted or linked on various websites related to CoD,
I could add more here but you get the picture its basically a framed print of a four letter acronym starting to G.
I really don't need to look anything up , and am quite familar with the terms "buffer", "latency" and "lag comp" and am more than familar with how these process and features actually work.
You can offer as many guarentees as you want , You're still completely and utterly wrong.