How suppose ping from game to game changes from 52 to 80 to 60
Players online cannot change the ping so much because i have records with many players in games ( thousands :) ) and ping is low
My firewall has blocked all UPD incoming except warthunder and all tcp incoming / outgoing
so there is no a senario that my ubuntu or windows is downloading updates.
so can any one explain why ping is change all the time?
a logical explanation please :)
ping is a thing that depends on lots of things.
Here server loads are important. And not only the server, where the match runs, but also all the servers in between connecting you to that one. And with that having very varibable ammounts of traffic and basically randomness due to such stuff, the processing time varies, resulting in a different ping.
130741 users 2910 battles i have ping 52
130790 users 2922 battles i have now ping 55
so 49 users and 11 battles make my ping change by 3 points?
so if battles are 2000 what is going be my ping -30??
your Pc is only one small thing in the pipeline regading ping.
They do. Just by chance not eveyone inputs/pulls data at different times.
So basically by chance lots of people put in requests etc at the same time, and the higher the playernumbers on that server (let’s stay with that naming, while not being perfectly correct), the higher the playerammounts get, the more likely longer “queues” (again, not perfect naming) are created, so you have to wait just a bit (before it gets processed) creating latency.
This is not, that the servers couldn’t handle more (esp since Gaijin partially uses scalable “servers” from Amazon Web-Services) just some delay increasing as the server is handling it fine. Also maybe opening new servers and rerouting connections. This all takes, even in the multithreaded serverworld, time and time that depends on what those chips need to do.
Your ping is basically from your device, through multiple managing servers to the gameserver and then all the way back to you.
So what your PC does (beyond your networking chip) doesn’t matter for that ping-number.
No, it isn’t linear (your assumption breaks down, as you showed). Especially you can’t say you have a fixed ping per ammount of players or battles. Your ping varies with every request/poll you do to the server.
You get into statistics, and there you sometimes fall in that area on the distribution, and sometimes in another area, variing your ping.
there can be multiple reasons, like 1 more Game Server is being made available.
it takes time to write about how the internet works for people that have not a good idea, what ping is. It is a complex topic, requireing knowlege from statistics, computer science, software design etc to explain fully. This isn’t a topic for people, that expect, that every relation is linear, which obviously it isn’t.
first lets declare what ping means in warthunder
to me means the ratio from incoming outcoming from my pc.
you said
“your Pc is only one small thing in the pipeline regading ping.”
well this is totally wrong because i am lucky to have 3 connections in my house
one is 5g but has not good ping
so when i connect with the 5g my ping is always >80
so my pc it is very very very important to the result of ping.
They do. Just by chance not eveyone inputs/pulls data at different times.
well this also totally wrong because we are talking for lots of players is not possible 100 or 1000 players to change the ping when all players rare 130.000 connected.
You dont need multiple servers because all data in/out are thru UDP
even if it was TCP * which is for signal things chatting etc.
then each server can handle 65.000 connections so for a senario of 200.000 users online
3 servers are More than enough
Even so if gaijin adds new servers on the fly ( which belive me is not a good (loading balance idea )
that not explain the ping 80 after ping 52
doesnt explain it at all.
t takes time to write about how the internet works for people that have not a good idea, what ping is. It is a complex topic, requireing knowlege from statistics, computer science, software design etc to explain fully. This isn’t a topic for people, that expect, that every relation is linear, which obviously it isn’t.
The funny thing on this is that since 1990 i am managing server every day in many os
so believe my words “i have many idea” how a game and a conenction works.
all thos eyou siad does not answer my question and there not logical answers.
for 3 years or so i dont remember which i am playing the game i am connecting to the same IP.
so main servers for load balancing did not change
funny thing now is that each server has a limit of 65535 ports so he can handles no more than 65535 connections
I must give gredits to Gaijin who can manage to bypass this limit must be the 1st company in word which can accept more than 65535 conections conccurent.
still looking for “Logical” answer
i wish a programmer could explain this because people they have starting to wonder about the loayality of the game in youtube.
That is wrong. Ping is the time it takes for packets to go from your client, to the game server and back. Its not a ratio.
That has nothing to do with latency (what you are calling “ping”). For one thing, that is the total numbers on the entire WT system. This includes not just people in game on the game servers (different computers, probably different datacenters) and those who are just in the lobby on the login and admin servers that has the matchmaker etc. All of these are different servers who will all have different latency rates because they are mostly provided by Amazon Web Services.
it is not. (also what ratio)
It is the time it takes for one piece of data (lie you pushing the "fire-"button) to travel from your device to the server and back.
So you have a ping for every input you do. Or for everything others do.
Wikipedia literally writes:
Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source.
So ther is that.
5G is wireless, so goes a completely different route. So for that to go somewhere it needs more time to get processed to wireless protocols (also they have a higher latency), going to an antenna, be transformed to data that travels through fiberoptics, only then entering the same pipeline I wrote about.
Your connection is important, but your PC, so the CPU, RAM etc doesn’t matter a lot.
Wireless is always worse, so for that reason it is recommended to never use a wireless connection while gaming.
the randomness of data inputs does.
so why can’t you even give a good definition about what ping is?
first of all: ratio of what? Data ammounts? The ammount of data per second that leaves stuff? That is bandwidth
server doesn’t equal server.
There are server clusters, there are different servers for different things (authorization, matches, updates,…). Yes, I am not that deep into the topic to be able to set up such a server, but I know enough, and can inform myself enough, to know that ping is a latency, not a ratio.
Or that the sentence
is just wrong (starting gramatically).
Yes, but apparently you don’t need unique ports for everyone. Just the combo between IP and Port has to be unique. So 1 port can handle many connections. Especially with ip6 there is not much need atm to have many different ports. Especially since a range of those ports are used for internal stuff.
when i say ratio i mean exactly this IO in/OUT speed
1st of all gaijjin servers are in in luxeburg servers ( a simple whois on the follow ips it will give you an idea )
war thunder needs 2 ports open
port 61616 for autorization tcp
and a random UDP port which opens in your pc to destination ip
188.42.39.164 port 20015
188.42.39.196 port 20087 host08gc-us-ash.warthunder.com port 20013 ( here is the america server )
if you find other server than those please let me know.
i will be glad to hear that there are more than 2-3 servers for the game
Yes, but apparently you don’t need unique ports for everyone. Just the combo between IP and Port has to be unique. So 1 port can handle many connections. Especially with ip6 there is not much need atm to have many different ports. Especially since a range of those ports are used for internal stuff.
read my prev post
there is all the connection details. the game needs.
if you find more than those servers i will be very happy to hear.
but here we have a strange thing
You said they use load balancing and attach many servers ( from amazon ) ( which become luxubrug)
and then you say that they use techonlogy ip:port for each client assigend to ONE PORT in server???
Well one other credit to gaijjin than can handle more than 2-3 clients on same port and send data fast without deadlocks
What the reason to have more than one server then???
what?
So you define Ping by (Data in speed)/(Data out speed).
So first of all this is dimensionless, while Ping (as commonly defined, see Wikipedia) has a unit of [time], commonly in ms.
Data in/out speed is either bits/s or bits*m/s. The first being the bandwidth, the second some custom thing unifying the bandwidth with the signal speed or like the ammount of data sent times the signal speed.
Both useless here and the both being things, where the higher the better, while ping is the lower the better^^.
so? That doesn’t bring us any closer to the topic of ping, not ports.
there is obviously no good answer that you can accept. Don’t forget the last part.
no :) Technology moves on. Also ask the devs, it is their game ;)
you made 2 questions:
this is not a real question, just you not comprehending what was written (Format: a was said and b?), and to answer that question: no.
the reason is to lower latency/ping, so people in the US don’t have to conect to the european server ;)
Also like I wrote, the term “server” is not perfect.
So you define Ping by (Data in speed)/(Data out speed).
Firts of ALL
what gaijjin names PING has nothing to do with PING as everyone * dev knows )
You telling me to read wikipedia??? hahahahahaha
i wonder if you have any idea what is ICMP protocol.
gaijjin names PING something very diferent than PING ICMP ECHO.
if you have different opinion i am here all day to disqus.
probably he is calculating the speed of send and receive UDP packets from my pc.
so i say again there is NO WAY the ping to change in every single random battle
----how i know?
well having 30.000 customers online same time and checking varius things like speed ( thru websockets ) UDP speed in send and reciving messages
i notice that there is only 0.0001% change in speed for each connection.
so thanks for your try as i said in my first post i need a logical answer from a serius dev which can answer and not theory and wikipedia BS.
aaah I see there is someone asking with blocked brain
so all answers you’ve got point to the same
it’s the routing of YOUR data after leaving Your router through the ISP network to the next server to the next server until it reaches for Europe the AWS cloudserver center in Amsterdam
GJ doesn’t own or maintain what is between your router and their rented server in Amsterdam or did you sign something for your internet connection with GJ?
and since you’re such an expert in server, you should know the windows command “tracert warthunder.com”
read the outcome of this command , analyse it with proper knowledge and then you will see the light,