I need a logical Explanation About ping

So… What is it if not the basic consensus of what ping is? It seems to conform to the same system every other game uses to dictate ping.

Again, what does this have to do with a varying ping?

You haven’t given an opinion, or even fact. You can say it uses something “very diferent”, but it doesn’t seem to.

Given the margins talked about here id be suprised if it didnt vary between random battles. Even if they were only 5 minutes appart.

Latency is not speed.

Like machine assignement between what i assume to be either VMs or containers between machines would networking wise be enough to explain minor ping differences.

That would qualify as “logical” Given it reffers to networking logic and distances as to why ping varies.

I mean internal load balancing is in relatively basic classes on managing your own webserver setup where you have 1 public facing IP and single open port.

I suppose Haproxy and Nginx are “new” Developments

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Now iirc Gaijin names it Latency and not ping. So idk why you are claiming Gaijin uses a custom definition of ping. Most people just use “ping” as short hand for latency.

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Image taken from Reddit.

Any one has a logical explanation base on Networking Factors? and not Theories?

today i hear from the first comender to say that a Server IP:Port can handle many connections.
someone must inform the “my son” that when a client connects with TCP SERVER OPENS A LOCAL port
and local ports are Limited

also i heard about Assign Servers and BS
well thats BS.

also i heard that 20 new users can effect my “LATENCY” which is the overall UDP packets i send * VERIFIED AND SIGN ) from my pc to Server and visa versa

Also this is not TRUE
because you can simply run the follow code

from scapy.all import *
packet_count = 0
def resend_packet(packet):
sendp(packet, count=2)

def packet_handler(packet):
global packet_count
#print(“Source IP:”, packet[IP].src)
if UDP in packet and packet.haslayer(IP) :
resend_packet(packet)
sniff(filter=“udp”, prn=packet_handler)

this code sent UDP packets 2 times on server and on client and instead of get " PING" = original ping /2 i get ping = 999 and strange
so that means Gaijjin is checkign with a “signature” the packets send a receive.

of cource you can modify the payload of the packets and see what is going happen but this is otehr story.

so i still ASKING QUESTIONS.
a simple logical explanation why ping changes on each battle and not During the battle???

if everythign you try to say has a value then sould change also from 52 to 80 inside the battle but this never happens. if i get to battle with ping 50 then my ping is going to be max 60 and min 48

if any one has OPINION about it and knows about networking please be my guest.
I Ignore all rest answers because they have no point.

PS.
-Why i care?
For my Very very Own Reasons!
-Why i play the game?
To verify what i suspect long time ago
-Why i register here and making questions?
I Want to see if anyone knows what is going on.

Hope you took your answers.

From a load balancing perspective. Not its not.

I mean, of you want the universal constant behind it all:
C

You have been given one, its likely load balancing. (Are there other factors? Sure). There is not short simple explenation for the exact makeup of the time spent to get a response.

“Latency” In the case of Warthunder reffers to response time. Its measured in time (ms).

I mean, you dont seem to be taking answers

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I just ran out of popcorn.

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It does??? (For me anyway, on console)

Try this out

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