That’s basically perfect, with regards to online gaming.
Comment on SpaceX says states should dump fiber plans, give all grant money to Starlink
FauxLiving@lemmy.world 3 weeks agoJust for reference, I get about 45-50 ping playing Marvel Rivals on Starlink.
paraphrand@lemmy.world 2 weeks ago
errer@lemmy.world 2 weeks ago
I got better ping playing Quake multiplayer in 1996
bassomitron@lemmy.world 2 weeks ago
Online and not LAN? I have doubts.
paraphrand@lemmy.world 2 weeks ago
That used dedicated servers, right?
ubergeek@lemmy.today 2 weeks ago
On fiber, while I don’t play that game, I’ve never seen a ping longer than 10-13msecs.
FauxLiving@lemmy.world 2 weeks ago
The point is, unless you’re playing some hyper competitive game where a 30ms difference in reaction time is noticeable (this is less than 1 frame in a fighting game, for example) Starlink works perfectly well. Lower numbers are better, but for games you only need to compare that number to human reaction times (150-200ms) to see that both are small values less than the reaction time of any person.
Previous satellite Internet using satellites in geosynchronous orbit had 1500ms latency, for comparison.
Anivia@feddit.org 2 weeks ago
You have some pretty bad understanding of how netcode works if you think a 30ms ping in an online multi-player game means your game or input is delayed by 30ms. It’s a lot more complicated than that, and especially in games with bad netcode you will absolutely notice a difference between 10ms or 30ms ping
FauxLiving@lemmy.world 2 weeks ago
Oh, please explain the complexity to me like I’m a system administrator with only 25 years of experience. I didn’t realize that computers could connect to each other over a network until 3 days ago, imagine my surprise.
You could start with the fact that many online game servers (ex: Valorant, Apex, Overwatch) artificially increase everyone’s latency at the server, except for the people with higher network latency in order to compensate for lag through a technique called lag compensation. So having 10 ms ping and 50 ms ping just means the server introduces a 40ms delay on the player with 10ms ping so both players experience the same latency.
Or maybe you could explain how game state updates happen with a set frequency and the gap between the state updates can also be adjusted by the server for each client so that state updates are sent to higher latency users earlier in the update window. I mean this technique is essentially lag compensation as well, but it applies to how the client updates are sent instead of being applied to incoming packets.
Or, you could avoid all this and simply declare me incorrect by pointing at a game that doesn’t use lag compensation or otherwise move the goal posts so that you don’t actually have to explain the complexity that you were hinting at.
ubergeek@lemmy.today 2 weeks ago
Yes, and are far more stable, not hyped, and are already at pretty much peak congestion. Starlink will get progressively worse, the more people use it. Right now, it’s over provisioned.
null@lemmy.nullspace.lol 2 weeks ago
Lol what? You’re not gonna notice a 30ms delay in a voice call…
FauxLiving@lemmy.world 2 weeks ago
They were not more stable. Any occlusion, including thick clouds, would degrade the signal to being unusable. I used Hughsnet for years, then swapped to cellular (100ms+ latency) and finally to Starlink. Starlink is a pretty solid 100Mb/s, with low jitter, packet loss and latency.
Yeah, I use voice chat every day, it’s not noticeable.