latency

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  • New undersea cables planned for arctic passageways, frozen gamers dream of lower pings

    by 
    Darren Murph
    Darren Murph
    03.20.2012

    Hot on the heels of our own reporting of cables in the South Pacific (or the lack thereof), in flies a report that at least two new undersea cables are being planned for the arctic. According to New Scientist, a pair of lengthy fiber optic wires will be laid through the Northwest Passage above North America, connecting Japan to the United Kingdom. Moreover, a third cable is planned along the Russian coastline, with the longest of these links to purportedly become "the world's longest single stretch of optical fiber." A number of outfits are on the list to help out, and when complete, the latency between Tokyo and London should be reduced between 168ms and 230ms. The cost for such luxury? An estimated $600 million to $1.5 billion for each line. In other words, totally worth it.

  • SanDisk Extreme SSD has 'mighty' mix of performance and support

    by 
    Sharif Sakr
    Sharif Sakr
    02.28.2012

    SanDisk's new Extreme SSD sounded nice enough when it launched recently, but we weren't expecting anything too crazy -- just another 6Gbps SandForce-based drive that would compete on $-per-GB more than performance. As it turns out, that doesn't do it justice. StorageReview has shown that the unit actually beats the Intel 520 in some key real-world tests and delivers a "chart-topping" 4K random write speed of 88,324 IOPS. With the bonus of the low price-point -- starting at $190 for 120GB -- and the level of support from SanDisk, the Extreme SSD can now boast an Editor's Choice trophy. Click the source link for the full report.

  • Hyperspace Beacon: End of beta impressions

    by 
    Larry Everett
    Larry Everett
    12.06.2011

    I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened. Oh no! Something did happen! Beta testing for Star Wars: The Old Republic ended. A full nine days without SWTOR -- I think our lives are over! (Hopefully, you noted the sarcasm in the last statement.) Yes, it's true that our favorite beta came to an end at 1:03 a.m. EST Monday morning. Appropriately, the last thing posted to general chat was "Keapen bids everyone farewell." We all know that this isn't actually the end; it's truly the beginning of the game. I count myself among the lucky people who were able to play in the beta for an extended period of time. I played through the origin world of all but two classes, and three times I leveled my characters past level 20. (I usually stopped about level 28 so that I would not ruin the ending of the story.) I wanted to get a good feel for all the class stories, so most of my characters got to about about level 15. Once I found out that the beta would end well before early access began, I decided to take in all the classes I could so that I could give you a well-rounded opinion. Follow me beyond the break as I navigate the asteroid field of SWTOR.

  • Nokia claims N9 is 'the fastest image-capturing phone' yet

    by 
    Vlad Savov
    Vlad Savov
    06.22.2011

    We've already established that the N9 is a delight of a phone, both inside and out, but our hands-on time with Nokia's new flagship gave us only a brief look at its camera performance. Now the company is graciously filling that gap in our knowledge with some further disclosure about its new 8 megapixel imager, including the lofty claim that the N9 is the fastest phone yet when it comes to capturing an image -- ousting the likes of the iPhone 4, the Galaxy S II, and even the Canon S95, perhaps the best pocket camera around at the moment. Measuring the time taken from activating the camera app to the completion of the first shot, the N9 clocks in at 2.6 seconds, whereas Apple's latest does it in 3 seconds and Samsung's takes a split second more. Aside from its speed, the N9 has Carl Zeiss optics, a wide F2.2 max aperture, dual-LED flash, continuous autofocus, and a 720/30p video mode to boast about, but the benefits of those items will need to be experienced first hand. So Nokia, when are you shipping this thing?

  • Dear Aunt TUAW: How do I deal with voice latency?

    by 
    Erica Sadun
    Erica Sadun
    06.13.2011

    Dear Aunt TUAW, Why is VoIP so freaking awkward? I really like using Google Voice with Safari but then I always end up talking over the guy I'm calling to. What gives? Love, Denny Dear Denny, It's called latency, and it happens with all kinds of computer telephony solutions like Google Voice and Skype, as well as with iOS voice chat apps. What it means is that you're talking in their past. It takes time for your voice signal to make its way to the other party, and theirs to you. Historically, this was mostly an issue for intercontinental or satellite calls, but the march of technology has delivered it to calls you make across town as well. The lag in calls can vary from mere milliseconds up to a second or more, in bad cases. Google Voice in particular seems to have trouble with latency; traditional VoIP services may do better (assuming nothing's wrong with your network connection). By comparison, plain old telephone service has latency of about 45 milliseconds. You can find out exactly how much lag you're dealing with by using a simple trick. Ask the person at the other end to mirror you as you slowly count to 10. Tell him or her to count along at the same time. You'll hear the differential between your numbers and theirs, to get a sense of how far apart you are. There are ways you can deal with the latency problem with VoIP. Here are a few suggestions that might be able to help. Identify Let your partner know that VoIP is in use as early in the conversation as possible, and that there may be lag involved. Switch to Wired Using a Wi-Fi connection can exacerbate latency. Try plugging in directly and see if that helps. You may also want to test a call while connecting your computer directly to your cable or DSL modem to see if your router is making it worse; most router manufacturers have specific configuration tips for handling VoIP traffic. Avoid Active Listening Many people show they are paying attention by interjecting feedback into a conversation like "yes" and "I know!" VoIP disrupts the normal flow of conversation by introducing an unnatural rhythm. If you're saying "yes" or "I know" while someone is speaking, rather than in natural pauses, your conversation is going to stumble over itself. Proactively set VoIP-aware talk patterns Using phrases like "go ahead" and "Okay, now you..." help transition between one speaker and the other, creating a smoother discussion pattern in a latency-burdened channel. Also, don't be afraid to monologue to get your point across -- normal back and forth discussion patterns are at their weakest with VoIP. Offer alternatives It's fine to say "Can I call you back on my cell?" when latency significantly hinders communication. So, that's what Auntie has to suggest. Surely she has missed a few obvious suggestions. Add yours in the comments! Hugs, Auntie T.

  • Spiritual Guidance: 8 reasons why your shadow priest DPS sucks

    by 
    Fox Van Allen
    Fox Van Allen
    06.08.2011

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Every Wednesday, shadow priesting expert Fox Van Allen rains sheer purple destruction down on all who oppose him (such as those who dress cats in outfits). It's pretty much a known fact that we shadow priests are looked up to the world over. (Especially by Tyler Caraway, but that's mostly just because he's very short.) The reasons behind the admiration are many, but one seems to be more compelling than the rest: Shadow priests are capable of doing stunningly awesome DPS. Big numbers are sexy. There's no denying it. The unfortunate reality, however, is that not every shadow priest gets to realize their true potential. Tiny problems and mistakes hold them back. And though some of these problems are easily fixed, the fact that they're damn near impossible to guess at and diagnose on your own leaves a lot of shadow priests frustrated. Without a doubt, there are an awful lot of potential pitfalls out there. If you follow me after the break, we'll talk about eight of the most common ones. More importantly, though, we'll suggest ways to overcome them and get your priest back on the path to greatness.

  • APB Reloaded rolls out new patches, East Coast server move

    by 
    Justin Olivetti
    Justin Olivetti
    05.09.2011

    Looks like we have ourselves a convoy... of patch notes! As All Points Bulletin continues to truck down the highway toward open beta and re-release, the APB Reloaded dev blog continues to deliver the news of progress, and today that includes two sets of patch notes and word of a server move to an East Coast location. APB Reloaded's East Coast server move to Washington, DC will be taking place later this week. This should help improve latency times for those playing in the eastern half of North America. The blog also lists the nitty-gritty details of Releases 79 (May 5th) and 80 (May 10th). These changes include exploit fixes and tweaks to several weapons to bring them in line. GamersFirst is saving the really big bullet points for the May 18th update, which will coincide with the open beta. The blog hints that we should hopefully be hearing about the features for this mega-patch soon. You can read the full details over on the APB Reloaded dev blog.

  • How lag forced me to play a little differently

    by 
    Mathew McCurley
    Mathew McCurley
    04.20.2011

    Most people who follow my exploits in World of Warcraft know me as a dyed-in-the-wool member of the Horde. In fact, I've played Horde my entire WoW career, from the early days of the official release up through the end of the Wrath. I killed Nefarian for a second time alongside my Horde brothers and sisters and ended Cho'gall's reign over the Twilight Hammer cult. If you've been following my main character's exodus from Horde to Alliance through the WoW Insider Show or Twitter, you've heard bits and pieces of why I transferred servers. Falling into the hands of the Alliance is the fault of two men -- Lodur and Matticus. Most people who follow my exploits also know about the dreaded lag issues that I was having because of still unsolved issues with certain internet providers and odd packet inspection (presumably). Connecting to the Chicago data center was never a problem until the release of Cataclysm and, really, not until I started to raid heavily around late December 2010. Things got real ugly during late December. This is my story of changing what I could to keep playing the game that I love.

  • VisionTek Killer HD 5770 combo NIC / GPU hikes frame rates, lowers ping times for $200

    by 
    Darren Murph
    Darren Murph
    12.01.2010

    Mama always said that one was never enough, and just five months after revealing its first NIC / GPU combo card to us at Computex, Bigfoot Networks has taken the wraps off of its second. This go 'round, the outfit is partnering with VisionTek to produce the VisionTek Killer HD 5770, a single PCIe card that combines an AMD Radeon HD 5770 GPU (with 1GB of GDDR5 memory) and a Killer E2100 networking card. All told, buyers are presented with two DVI ports, a single HDMI output and a gigabit Ethernet jack. The card is compatible with Windows 7, Vista and XP, and put simply, it's designed to both improve your frame rates (that's AMD's role) and lower your latency / jitter (hello, Bigfoot!). The NIC portion actually has a 400MHz onboard processor that helps minimize the impact of slight changes in your connection, and Bigfoot's management software will be thrown in for good measure. The board is expected to hit North American retail shops within a fortnight or so, with the $199.99 asking price representing a ~$10 savings compared to buying an HD 5770 GPU and Killer 2100 separately. Oh, and you get a pretty sick dragon, too. %Gallery-108536%

  • Hyperspace Beacon: Testing the SWTOR waters

    by 
    Larry Everett
    Larry Everett
    09.14.2010

    If you didn't know already, just over a week ago three writers from Massively, including me, traveled to Seattle, Washington for PAX Prime. During that time, besides catching the flu, we were able to catch a glimpse of some of the games that have yet to be released. We were able to play games like TERA, The Force Unleashed II, Guild Wars 2, RIFT, End of Nations, and many, many others. Some were pretty good; others, not-so-much -- but most seemed very polished and perfect for presentation. Of course, you all know I was there to see Star Wars: The Old Republic. I caught a lot of it. There were six of the eight classes available for demo at the gorgeous LucasArts booth. (BioWare did have a booth there, too, but the team was displaying some small game it was trying to get off the ground called Dragon Age 2.) Visitors had a chance to try out the smuggler, trooper, agent, bounty hunter, and both Sith classes. Because of the enormous lines that constantly encircled the booth, I was only able to play three of the classes: smuggler, trooper, and Sith inquisitor. For this edition of the Hyperspace Beacon, I will give you my impressions of the gameplay for those classes. However, I want to take a slightly different look at them. At E3, Massively's editor Seraphina Brennan was able to give her impressions of the smuggler class -- she covered the mechanics and so on. Although I will touch on the combat mechanics, I have decided to focus on some of the features BioWare is famous for: cinematics, character development, and overall storytelling. Follow after the break, and I will give you an honest breakdown of how SWTOR measures up to its predecessors.

  • TERA's Patrick Wyatt talks lag, security, and an M-rating

    by 
    Jef Reahard
    Jef Reahard
    08.31.2010

    TERA is shaping up to be a huge hit with international audiences, and nowhere is this more evident than in En Masse Entertainment's willingness to reach out to fan communities outside the U.S. The latest example comes courtesy of TERAHispano, as they recently sat down with En Masse COO Patrick Wyatt for a round of questions regarding everything from microtransactions, to account security, to lag. Wyatt has lots to say in the lengthy interview, and among the more interesting nuggets is the fact that En Masse expects TERA to ship with an M-rating. He also touches on performance issues, pointing to the Focus Group Tests as evidence that lag won't be an issue for the game's action combat system. "When we built the first Western servers for TERA, we selected a QA datacenter just a few miles from our offices in Seattle, which meant that European players who joined our Focus Group Tests were playing on servers over 5000 miles away. Based on the forum posts, polls, and informal surveys from those events, we didn't see lag problems," Wyatt says. Finally, he reiterates that TERA will not be a microtransaction-based title, and also discusses GameGuard and alternatives to the intrusive anti-cheat software.

  • Darkfall EU server latency issues to be corrected

    by 
    Jef Reahard
    Jef Reahard
    08.30.2010

    Denizens of Darkfall's European shard have been subjected to a rough ride of late, and not just from the title's relentless PvP action. Due to a Storage Area Network hardware failure at Aventurine's third-party hosting center, players have seen high amounts of latency over the last week. The bad news is that Aventurine doesn't have a specific timetable for correcting the problem. The good news is that the company is currently working on it, as well as prepping for future hardware upgrades. "Performance is an extremely serious issue with us and we're constantly working on improvements. Apart from dealing with this specific issue, we are currently working on major performance upgrades for both servers to be added during the upcoming expansion," says Darkfall's Tasos Flambouras on the game's official forums.

  • Microsoft details Vejle, the new Xbox 360's system-on-chip architecture

    by 
    Vlad Savov
    Vlad Savov
    08.24.2010

    There aren't many unresolved mysteries with Microsoft's new console by this point -- apart from perhaps why it wasn't named the Stealthbox, like we were suggesting -- but one thing that hasn't been covered in excruciating detail yet is the new 360's splicing of the CPU and GPU into the same chip. Microsoft has remedied that today, informing us that the 45nm system-on-chip (codenamed Vejle; sorry, Valhalla fans) inside the refreshed Xbox makes do with a relatively minimal 372 million transistors, requiring only 40 percent of the power and less than 50 percent of the die space of its 2005 ancestor. A somewhat bemusing addition, noted by Ars, is the FSB Replacement sector you see in the image above. It's designed to induce lag in the system so that the Vejle chip doesn't run faster than the old stuff, something Microsoft couldn't allow to happen. Facepalm away, good people, facepalm away.

  • EVE Evolved: The war on lag

    by 
    Brendan Drain
    Brendan Drain
    08.22.2010

    It seems as though everywhere I go to read about EVE Online, someone is complaining about lag. Throughout the game's seven-year history, developers and server engineers have waged a constant battle against the lag monster. Frequent upgrades and code overhauls have ensured that the capacity of each server cluster increased at pace with the growing subscriber numbers. When the Dominion expansion came, something in it caused lag to get a lot worse. The issue has yet to be corrected and has even spurred some players to put media pressure on CCP to correct the issue. Until recently, the developers at CCP had been very quiet on the topic of lag and their efforts to combat it. Aside from the occasional fleet-fight mass testing event on the test server and the news that there was actually an entire team dedicated to lag, players were left largely in the dark as to what was being done to address the issue. In the absence of strong evidence to the contrary, many players began to assert that EVE's developers weren't working on lag at all. Earlier this week, we posted that CCP was planning a series of devblogs on lag to showcase the progress it's made. In a surprisingly rapid turn-around, four devblogs on lag and another on CCP's core technology groups have already been posted. They cover such topics as server scalability, the results of recent mass testing events, and CCP's new "thin client" testing tool. In this week's EVE Evolved, I introduce each of CCP's four recent devblogs on lag with a quick summary.

  • Ventrilo vs. Mumble

    by 
    Rich Maloy
    Rich Maloy
    07.18.2010

    "What's your Vent info?" is as ubiquitous as "What's your GearScore?" Voice chat programs are a fact of WoW life, and by all means Ventrilo dominates the market. After five years of using Ventrilo, I say it's time to change to something better. One of the most common questions I get from the show Big Crits is "what's the mod that shows who's talking in Vent?" It's actually not a mod, and in fact it's not even Ventrilo. Big Crits uses Mumble, a low latency VOIP program for gaming. It's mostly unknown in WoW, as Ventrilo clearly dominates voice chat in our world. Mumble is perhaps better known in FPS circles, where the low latency really gives it a competitive advantage. I started this article with every intention of making a pros-and-cons comparison between the two programs, but in truth, I had a hard time coming up with pros for Ventrilo. I'll run through features, but don't be surprised if you come out of this with a new perspective on voice chat options and a strong desire to switch to Mumble.

  • Spiritual Guidance: Troubleshooting your DPS

    by 
    Fox Van Allen
    Fox Van Allen
    05.26.2010

    Spiritual Guidance is a fickle mistress. By the light of day, it hits the outlet malls with Dawn Moore, gets Oreo McFlurries and has light-hearted discussions about last night's episode of Glee. By night, though -- Wednesday nights in particular -- it Shadowcrawls on back to Fox Van Allen for some wild flaying and searing. When you break it down, everyone likes a bad boy. Fact: According to World of Logs, the top shadow priest DPS on a regular 10-man Lord Marrowgar kill was just over 13,000 DPS. Feel inferior? How about this, then: The top shadow priest DPS on a 25-man heroic Blood-Queen Lana'thel kill is about 27,600. I can't say for sure whether or not that's before the 20% buff went live, but when you're doing over 27k, who cares about that extra 5%? I don't want you losing sleep comparing yourself to those fine players. For the most part, these numbers are a result of near-perfect gameplay, top-notch gear and sacrificing no fewer than eight mohawked gnome babies to the random number generating gods. Still, with all those gnome corpses piled in the corner of your room, you've gotta ask: "Why isn't my DPS as good as everyone else's?" To those who expect one quick, simple answer, I suggest the following possible things you could be doing wrong: Dude, your "6" key is totally broken. You still have your fishing pole equipped, genius. The eighth gnome is merely wounded, not dead. If those suggestions are somehow less than helpful, you might want to follow me after the break to look at some of the real reasons why you might be lagging behind and a few things you can do to turn things around.

  • PlayStation Move input latency analyzed by Digital Foundry

    by 
    Griffin McElroy
    Griffin McElroy
    03.18.2010

    The amount of latency between a user's input on a game controller and the in-game reflection of that input is an incredibly important factor when comparing motion controllers. Sony has been boasting that the input latency for the PlayStation Move would be "under a frame" -- though Digital Foundry concluded otherwise during its brief tech demo with the sphere-tipped peripheral. Digital Foundry conducted a fairly rudimentary experiment in which a person filmed himself sharply moving the controller, then counted how many milliseconds it takes for the screen to reflect his movement. Though there were a few variables to the experiment (such as the unknown, natural latency of the television display used in the demo), Digital Foundry estimates the device's latency to be in the ballpark of 133ms (around eight frames), which they claim is "fine for most of the applications you would want from such a controller." You can check out a video of Digital Foundry's simple latency experiment on Eurogamer.

  • OnLive claims to run gaming service on iPhone

    by 
    Mike Schramm
    Mike Schramm
    11.18.2009

    OnLive is a company that has been claiming to do the seemingly impossible -- they plan to set up a sort of "cloud gaming" console, where instead of hardware in individual houses (like we have now; you buy a console for your home), they'll have hardware over the Internet, and stream your game to you like watching television. All of the processing and coding will be done on a remote server, but with signals flowing from your controller, it'll seem like you're just playing Xbox at home. It all works in theory, but in practice, Internet connections aren't solid or stable enough to send commands and full HD video back and forth without enough lag to make things unplayable. Still, without actually releasing a product so far, OnLive claims they can do it, and now they're claiming to do it on the iPhone as well. AppleInsider reports that at a recent event in New York, OnLive showed off the same game service running on "2 iPhones, a tv, and a computer" simultaneously, with gamers on all the devices able to communicate and watch each others' gameplay. CEO Steve Perlman admits it's a "tech demo," but doesn't go into detail on what that means (it could simply be a demo running separately on the devices, to show what it would be like, or I've heard of OnLive events where the server is sitting in the room next door). And of course, there's no date or information on an actual release yet. OnLive's service definitely sounds possible someday -- as Internet connections get faster and hardware gets even cheaper, it's not a stretch to think we'll eventually move the heavy processor lifting to another location, leaving much tinier consoles and PCs taking up space on our desks and TV stands at home. But so far all it seems they've got is an idea (and the money that excited financiers have put into the project). We'll have to believe it works when we see it.

  • Fixing raiding lag

    by 
    Mike Schramm
    Mike Schramm
    11.13.2009

    There is quite a thread going around with some ideas about how to fix raiding lag. Lag, like many cross-computer issues, is a pretty complicated thing -- there's all kinds of reasons it could be happening, from errors on your computer to errors on Blizzard's end, and all the little connections and switches in between. A certain amount of lag is unavoidable. But there are certainly some things you can do to make sure the link between your client and Blizzard's server is working at its best. This thread, which started on the EJ forums and then moved on to Livejournal, has some good tips in it, including turning off most combat logs like Recount and even Blizzard's official "Everything" log -- having to write down everything happening in game does cost some computer time as you play. Blocking addon "spam" is another way to keep things simple and clear -- while lots of useful addons help you share information between raid members, sending that info back and forth can cause problems when you're down to milliseconds of lag. The final suggestion is to run a third-party program that's supposed to keep your latency high, but I would be leery of doing that -- a better solution if you continue to have high latency constantly, even after making the changes above, would be to go to Blizzard (and/or your Internet Service Provider, or ISP) with your issues. They have a good guide to smoothing out your connection, and many times the problem can be with your router or firewall, which is usually a quick fix.

  • Stability issues, rolling restarts for tomorrow

    by 
    Adam Holisky
    Adam Holisky
    09.22.2009

    We've been getting a steady stream of tips and tweets in about the stability issues plaguing nearly every server tonight, and Blizzard has finally confirmed that something isn't working right.Most people are experiencing extreme lag both in instances and out in regular zones. There doesn't seem to be any rhyme or reason to it all, just constant server-side lag that impairs things like looting, completing quests, using items, buy items, or trading things to other players. Pretty much every wonderful thing that could have lag to it does; including the lovely 30 second mount cast.Hopefully the rolling restarts that will be taking place tomorrow morning at 5:00 a.m. PDT / 8:00 a.m. EDT will fix this. Although I'm hopeful that there would be some quick resets tonight to apply a hotfix or whatever else Blizzard needs to do in-order to make the game more playable. We'll update this post with any additional information if we get it