Delay, Ping and Lag: A Beginner's Guide

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Delay, Ping and Lag: A Beginner's Guide

Postby VMoe86 » Sat, 31 Aug 2013 10:22

The purpose of this thread is to give a guideline how to set Delay in Tennis Elbow 2013 and to explain the related topics "Ping in general", "Lag in general" and "Delay in Tennis Elbow 2013". We start with the guideline for setting Delay. As summary, you can take this picture as guideline:

http://nsae01.casimages.net/img/2014/03/18/140318010003902801.png

Setting Delay in Tennis Elbow 2013

In Tennis Elbow 2013 the player creating a match can choose between Auto-Delay and setting Delay manually:

  • Auto-Delay sets Delay = Highest Ping + 17ms. Sometimes the Ping is high during the connection process, but stable during a match. This will then lead to Delay higher than needed for this match.
  • Setting Delay manually gives you freedom, but one has to know what to do. This is the most recommended way of playing Tennis Elbow 2013, especially when players from far away countries have to play against each other.

With each opponent you can find a good delay value to play in. And the good delay value is determined by the quality of the connections. Let us 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.

1. Ping

What is Ping?

Spoiler: show
In a nutshell "Ping" is a network utility to test the following: Can data packets be sent to an address without errors? It will do the following: Ping sends a data packet of certain size from you to the address in question (for example ManaGames server or your TE opponent's IP address). If that packet is sent and received successfully the other address will also sent a packet to you. If that was received successfully as well, ping will return the time time it took to send and receive both these packets.

If a packet cannot be sent it can have various reasons: The other address is simply unreachable, a network error happened (using instable WiFi, a bad router, a bad line from ISP to your home can cause "Packet Loss" to occur).

The time returned is in ms and in online gaming one refers to this time as "Ping".


How can I improve my ping without a new connection?

Spoiler: show
There are three instances where something can happen.

1. From PC respectively laptop to router: If you are using WiFi and are not close to the router you will have an instable ping. For online gaming a stable ping is very important: If you cannot be close to the router you should use an Ethernet cable.

2. The router itself: Some routers have a bad chipset which cause connection errors, connection instability up to connection losses. One can only replace the router in this case and inform oneself well before buying a new one.

3. From your ISP to your home: The dampening of the line might be too high or there is no interleaving low option available.


What is "Interleaving Low" option?

Spoiler: show
When your ISP cannot provide lines with low line loss, they usually apply some error correction code when data are sent. This means it will take longer for data to be sent. Interleaving low disables this error correction code, so data are sent faster, but there might be some errors when sending data.

If your ping to a city close to you is around 5 to 10 ms then Interleaving low is on. But if the ping is higher, like 30ms, then very likely Interleaving low is off. You have to contact your ISP about this, if there is a chance to turn Interleaving low on (or also known as Fastpath).


What kind of connection is recommended?

Spoiler: show
1. For playing Tennis Elbow 2013 online you do not need high bandwidth -- you actually only need 128 KBit/s on down and upload if the ping is good. The bandwidth itself has very little influence on the ping, because data sent in Tennis Elbow 2013 are small. Most have a DSL connection, so even with 1.5 MBit/s down and 0.5 Mbit/s up you are more than fine if ping is good and stable.

2. Interleaving low option can reduce ping by 30ms to 40ms. So, it is basically highly recommended to have this option.

3. Make sure your connection is stable: If possible use Ethernet, look if your router is causing problems. This is more important than having 30 Mbit/s down and 15 Mbit/s up, because the bandwidth is practically irrelevant for little data sent in online games.


2. Lag

When a game developer wants to translate an offline experience to an online one he has to deal with the consequence of Ping: Data containing information about your position, your movement, your actions (be it hitting a tennis ball in a tennis game or shooting a gun in some first person shooter) need time to get to your opponent(s)! Let us call these information "Game State".

If the game developer decides to do nothing, then you will see the actual effect of the time needed to send the "Game State" respectively receive it: You aim at coordinates (x,y,z), where you see your opponent's head in a first person shooter, but your opponent has actually moved on to (x+5,y+5,z+5) in the meantime, for example. Instead of a headshot you will miss your opponent.

In the early days of online gaming game developers did nothing in that regard: In the end the one with the fastest connection was the winner.

These days, there so-called "Prediction engines" are at work in online games. As the name says, they are used to predict an upcoming gamestate, so that the lag is compensated.

3. Delay in Tennis Elbow 2013

There is a Prediction engine at work in Tennis Elbow 2013 and it is mainly controlled by the "Delay" option. 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.

During that dead time, your input is literally dead. This dead time is used to send the opponent the "Game State" based on your input right before the dead time. For a consistently good prediction it is therefore necessary to have a stable ping:

  • If your ping variates quite a bit, then the prediction can (and will) fail. This leads to animation glitches, that is the opponent will see something different than what you actually did, making it difficult for the opponent to read your game. Turtles are a sign of failed predictions, because turtles indicate that a Game State is taking more time than the game expected or is lost.
  • If a Game State is not transferred at all (packet lost) then there will be freezes.
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