I am currently preparing a thread about Ping, Delay and Lag. It's not finished, yet, and before Sunday I won't be able to finish it (I am on a trip from this afternoon until Sunday) but nevertheless here is how I put Delay and what effects Delay has.
First of all, I've played in all kind of ping and delay combinations: 167ms delay at 230ms ping, 117ms delay at 30ms ping, 150ms delay at 70ms ping, delay = ping or delay = ping + 17ms etc. Basically all kind of differences between ping and delay. The choice of delay for a certain ping does not determine the speed of the game if there are no turtles and no SpeedStep in action:
manutoo wrote:VMoe86,
if there's no Turtles (nor SpeedStep in action), then playing with 0 or 400ms Delay doesn't change anything at the speed of the game.
SpeedStep, that is something you cannot influence by hosting options. With each opponent, though, you can find a good delay value to play in. And the good delay value is determined by the quality of the connections. Let's distinguish two cases.
1. If both players have a stable connection (Ethernet or being very close to router when using WiFi, no other people using internet, no serious internet applications running), then you can set delay in the interval from 0.5 * Ping to Ping -- in some cases, there are no turtles at all (like 230ms ping at 167ms delay against some opponent), in some maybe very little turtles. The more you go to 0.5 * Ping with Delay, the more chances for turtles are there and the more you go to Delay = Ping the less chances for turtles are there.
2. If at least one player has an instable connection (varying ping with WiFi, having a bad router, other people using your internet while you are playing) then you should always put Delay > Ping. Depending on the ping variations, you can try Delay = Ping + x ms where x > 0 depends on the ping variation -- if the ping variation is small, you can choose a smaller value like x=17 or x=33, but with higher ping variations (and if you want to avoid turtles and thus animation glitches) you better put x=50 or x=67.
It is unfair having to go through case 2 at the start of a match due the opponent not making sure things are fine on his side.
Why even bother with setting up a good Delay value?Let us quote from the Documentation:
The Delay is an internal latency which allows Tennis Elbow to run in parallel on your PC and your opponent's one. There's a aiming dead time which lasts half of the Delay, just before you hit the ball. During that time, the game considers you're pressing left (or right) if you were pressing left (or right) just before the start of that aiming dead time ; on the opposite, the game considers you're pressing nothing if you were pressing nothing just before the start of the dead time. Concretely, it means if you press left to aim to the left, and that you release left just before hitting the ball, your aiming won't come back to the center like when you're playing against the computer. So you need to prepare your aiming at the right time because you won't be able to fix an overaiming at the last instant, especially when you play with a high delay. Note that it's also the recommended way to do while playing against the computer, to have a consistent aiming.
Source:
http://www.managames.com/tennis/doc/Tennis_Elbow-Tennis_Game.html#network (under "Game Creation")
Let's explain this in plain language:
1. Both games are running in the same way on both PCs.
2. If you don't release left/right before hitting the ball, then aiming is the same offline and online. This also applies to serving. If you have some weird aiming technique (be it groundstrokes or serve), where you release buttons earlier, then you will suffer from it online.
3. All shots based on tapping in the last instant (Counters, for example) have a different timing. With high delay you will see more safe shots when you try a last instant shot.
4. Delay does not influence movement because Delay only adds a deadtime for aiming and shot detection.
I play at least as much offline as I do online. Only with delay higher than 167ms I hit more safe shots when trying counters on defence or returns. You can compensate this lack of time by standing a bit further back when returning or defending. That is actually the only difference in my game when I have to play a match with higher delays (and high for me is 184ms, 200ms, 217ms).