ping difference
I don't understand exactly how it works for example when i use /ping X.X.X.X in my windows command i ping around 24 or 22 ms in the best ger servers but when i play quake on the server i'm around 47 or 49 ms, it's twice more.
I know it's also related to snaps and maxpacket but i would like to know from where this difference comes from exatlly and if it's better to lower your quake ping and how
First: pakect from command ping has 32 bits when during game is bigger and its sensed 30 to 125 times per sek(cl_maxpackets). Secondly: server latency - when server is runing with 20 fps latency between frames is 50 ms when 30 fps - ~33ms. That why on polish server i have in 7 in ase but during game about 33 ms (cl_maxpackets 125) or ~20 when i set cl_maxpackets 100.
Not excactly Flex1. Size of the packets doesnt matter in this case (they are for sure below your MTU, and MTU of network) When you are using ping command, you are sending packets by ICMP (Internet Control Message Protocol), not TCP/IP (like when playing), most Internet Service Providers are setting priority for ICMP packets on their routers, to speed up basic network operations(and also sometimes to fool clients )
Here are interesting analysis: http://caia.swin.edu.au/genius/021220A/
In fact ping isnt most important. The most important is stabillity of routing, and connection. When server is sending packets nr1, nr2, nr3, client must read these packets in the same order, so if packet nr3 will come before packet nr2, client still have to wait for packet nr2 to proceed
q3 uses UDP though, but ye rest is pretty much explained
dark-a-rin, packet size is importand if u r sending more data u r wayting more, thats most obvious rule on net ']
quake defenitly uses UDP
also if comes to packets order and w8 for these beyound order, thats does not hapening couse it is UDP (packed dont delivred on time are forbiden) u must w8 for packets in TCP connection not in UDP