(03-16-2018, 08:29 PM)run SPOT run Wrote: @Squirrel excellent advice, but maybe provide an example of what would be considered good ping responses, for those of us that wouldn't know
(the lower the number the better i.e. 10ms=excellent 150ms+=you're gonna lag like crazy)
in cmd (command prompt) i just typed ping agar.io and got an average ping of 9ms with 0 packet loss, and agar.io seems to be playing smooth so that's a baseline for what you should expect.
Good Luck @Lucrayzor !
Ping response times vary greatly, depending on the sort of internet connection that you have.
For me, for example, nothing pings under 6ms, because the switch I'm connected to only has a thypical Ethernet / 100Mbps capability.
If you have basic DSL service, you could see 120-180ms easily, if you're in a more remote location.
And I can play on the EU servers easily as well, even though the pings are in that range, or even the 200's. You have to keep in mind it's milliseconds (one millionth of a second), which is so danged fast to begin with.
These days there's so many other factors.
I don't know if agma is on cloud servers or dedicated, but I'm guessing cloud, based on the scalability. Cloud brings with it extra advantages, but also cons. Your server could blow up, and your game, connection, and everything transferred to a different virtual server without you being much the wiser.
Often, if such a transfer occurs, there is a .... gap ... (depending on the cloud platform, and preparedness) of several to 10 seconds while the virtual server you were on is officially considered yakked, and you're being handled by a different/newly created server instead.
Far more important though, is packet loss. (Also referred to as 'latency' by us IT-pukes.)
Just one lost packet can create that 3-5 second gap where everything freezes.
-- Explanation --
TCP/IP is the common protocol that most web pages use to establish an intenet presence, and your data stream is divided into "packets" which are numbered.
Your computer keeps track of those packet #'s for each session (one session typically per each place that you're communicating with), and if the next packet comes in for a session that is one higher, it will wait for the missing packet.
After 2 seconds typically, if the missing packet still hasn't come in, your computer's O/S automatically transmits a request to resend the missing packet. If it times out again without receiving that packet, now you figure that your game is "hung", or the like.
If the missing packet is eventually delivered, then you 'recover' with it zipping through everything that happened in the meantime, because your session continues to receive the other packets and places them in a buffer.
Games are typically able to deal with minor amounts of packet loss (1-2%, I'll say), because a missed packet might come in only milliseconds later.
But when there's some sort of issue, either with your connection to your own provider (the most likely), or a hardware issue somewhere between you and the agma server, and you're seeing packet loss greater than 5%, the game will become unplayable.
At this point, you can use the "traceroute" command which, if it works, will return ping packets from successive internet devices that each packet in a stream passes through, giving three "ping" values for each.
Each of these points is referred to as a "hop", and if you see a great increase in the ms times for responses for a single hop, that is likely where the problem is.
(I could go on, but I know how you guys cringe at my long posts. In a computer course, the full extent of this would probably require 3 or 4 classes to cover it all. lol)