No seriously… If you don’t understand that the transport layer is different and irrelevant to the actual connection method, then you have no place to say you know anything about it…
U’r the one who brought that up. And it proves your opinion that WiFi is the root of all evil false. Its an insignificant difference compared to all other sources of latency.
Most household wifi routers cant do dual band nor priority packet queuing over the wifi resulting in significant outages in connection due to either disturbances or other users sending requests simultaneously.
So your previous explanation, however well formulated and “technically” correct; applies mostly to wired connections or high end routers with PQ or WFQ and other more advanced funcions. A majority of wifi users will actually have issues with their connection solely due to it being wireless.
Nope… I actually mentioned that whilst you’d given out a heap of information, it wasn’t accurate and later elaborated to it being technobabble, because all you’re doing is trying to sound like you know something, where you’re actually incorrect…
I’m a retired network technician, and I know my craft.
Hence why I always say gaming on wifi is a hard pass, and whilst there are ways to improve it, it’ll never be stable, as it’s based on packet radio methods and thus is prone to actually having trouble.
It proved nothing because it was clear you didn’t know networking vs the connection method, as TCP/IP has nothing to do with that connection.
Things have moved on from twisted pair ya’ know…
COAX would’ve been a better throwout, but seeing as you’re ignorant…
We still use twisted pair smart guy…
Again, shut up… You’re outclassed and called out.
(Edit - Yea, nah…)
i would love to know what cables you are using?
And you’re just trying to bully. You can STFU, or GTFO if you don’t like my posts.
What is the topic of this thread again?
You’re the one trying to pass off that you know anything in your post… I’m not bullying, but here you are trying to be derail the thread because you can’t handle who has called you out.
TCP/IP has absolutely nothing to do with the connection method, and that statement made it clear that you know nothing about networking, even after what you’d said in your original contribution was shown to be incorrect.
Helping someone get something knowledgable, not fill them full of blame for gaijin and the servers…
Again, stop derailing the thread because you got called out.
bad network connections and wifi.
but seeing as FTP/UTP cables are a part of networking and relevant to having a stable connection it can still apply.
You’ve already done that. The only thing you did was remind everyone what a nut job you are.
Honestly, even if he is (i have no clue) he is correct here. and your (or his) attitude isn’t helping .
You can have a crappy connection on wires too. Its not that big a deal, read my “correct but yet somehow not correct” post above again for why.
Be sure to test that close process and restart the game later to see that you can make that prompt come up.
Insulting me makes it clear you’re losing.
That was your counter to me actually mentioning that you were mistaken…
I think if anyone is derailing or being ‘bully’ in here, it’s you… Stop projecting, in your knowledge, and your issue.
Observation, not an insult. If I were insulting you, you’d definitely know it.
And that’s nothing but whataboutism, because it has nothing to do with the OP or the actual subject of this thread.
Yea, no. You directly called out my trade, and you’re wrong… So suck it up buttercup.
The fact you thought that UTP wasn’t a thing anymore is dumb.
So anyways OP… Good luck with the information provided, as I said, mind out for Exocettas throwouts as they aren’t accurate, and the fact is that gaming over wifi is bad…
Whilst it ‘works’ it’s not stable because it can easily mess up packets, and have such small losses that it’s not even registering in a percentage because of how it works and you won’t notice it, but the servers will, leading you to be desync or be ‘got’ where you really shouldn’t.
If anything, if anyone can’t avoid it, you put your gaming PC on the router/ethernet, and you game stream through your wifi to your PC, so the ‘lag’/‘desync’ isn’t on the interaction side compared to your PC. Just one hop smaller.
Ok, lets take this apart then.
It most certainly can be if a low end (or even many mid range) router is used due to the lack of newer connection stabilizing functions.
correct, but that also wouldn’t be the bottleneck/issue of using wifi in this case as the loss of connection is the issue.
strictly speaking yes, until you run into other radio signals nearby interfering with the information being sent (a regular microwave can murder the connection of a just a few years old router) or other devices trying to send packages at the same time which can lead to memory error in less competent routers leading to more issues and slowdowns than just straight bandwidth speed sharing.
it doesn’t really have to be that large if the router is one of those $20-$30 dollar ones most families buy with not a lot of memory to work with and a slow processor. as stated above just a few more connections trying to do things can (and will) complicate things to the point of more than just mere slowdowns.
well yes, but the disconnect can be caused by WAY less. it’s not just the delay, its also the information being sent. if the router gets things mixed up with the client and sends the wrong information to the server one to many times in a short time span the connection can be lost.
absolutely, but it wouldn’t necessarily cause a disconnect in of itself.
true for a wired connection to a semi competent router. Or a close wifi connection using newer protocols, functions and such.
Faster? yes. More stable? no. Speed is almost never the issue behind a lost connection.
Edit:
spelling.
Edit 2:
The most likely reasons for disconnect over wifi would in my best guess be:
1:
Nearby signals disturbing the wifi signals making the range shorter and thus making you lose connection to the router because of distance.
2:
3:
misc. packet mix-ups resulting in server cutting connection due to unexpected data.