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H@ns M@ulwurf
14. Januar 2005, 18:50
Was ist eigentlich Ping bzw. Latenz und warum ist der Wert bei mir immer so hoch? So ca. 250 - 700!
Hab dann immer voll die Probs flüssig zu spielen; kann mir da einer helfen?

edit: sry, hab gerade die anderen zwei Threads gesehen! :wand:

Longslide
14. Januar 2005, 19:07
Ping ist das was man als den wert bezeichnet den dein rechner und der server brauchen bis anfrage und antwort statt finden. man könnte es mit post vergleichen: du schickstn brief and kumpel und fragst ob er bock hat zu campen. um so schneller die post den brief dahinschickt um so schneller antwortet er auch. das deinbe latenzen so hoch sind kann mehrere ursachen haben bz überlasteter oder weitentfernter server, Modem, du bist nicht allein anner strippe und jemand nutz oft die bandbreite aus, nlangsamer pc kan nauch ursache eines schlechten pings sein. Allerdings is bei solchen pings kaum eine sache allein schuld

speckweckerl
14. Januar 2005, 19:42
doch ... schlechte verbindung ... 56k modem erzeugt wohl (in kombination mit schlechtem pc sowieso) die höchstmöglichen pings
ohne zusätzliche störende einflüsse. so wie downloads oä

tdi.cp|Zeø
14. Januar 2005, 23:20
ping = latenz

oder? also das denke ihch mir dabei so....

Myrko
15. Januar 2005, 03:20
Hier einige Erläuterungen in englisch zum Thema Latenz in Counter-Strike:

As mentioned earlier, the latency of the connection between the client and server is one of the major factors affecting client-server communication.

The basic problem is this; the server recieves information from all of the clients telling the server what the clients are doing. The server is constantly updating the state of the Counter-Strike world with this information, and then telling all the clients about the current state of the world.

So, consider a player who presses the move-forward button. 250ms later, the server recieves this information. Until this has happened, that movement does not exist because the server does not know about it.

Once the server knows, it updates the position of that player, and tells the other clients connected to the server that the player has moved.

250ms later, all the other clients recieve this information and finally see on screen what the original player is doing.

Except of course it is actually what he was doing 500ms ago! what every player sees on screen is the position of all the players about one half of a second in the past.

There is a subtle issue here, however, which must be understood. There is a difference between what the other player is doing (which was 500ms ago) and what the server knows about (which is 250ms ago).

When a player aims and fires at another player, what matters is the position of the target that the server knows about - not the position that the target player's client knows about, because that information has not yet reached the server - so how can the server know?

So, consider what happens when a player aims at another player and fires. He is actually aiming at the position of the player 500ms ago from the point of view of the target player, but only 250ms ago from the point of view of the server.

It then takes 250ms for the information that our player has fired to reach the server. Clearly, if nothing was done about these delays, aiming at a target would be very hard; it would be necessary to aim at where the target will be in 500ms time to score a hit.

The solution is a rather neat. The server keeps a history of the of the position of players for the last half second or so. When the information about the player firing reaches the server, the server knows how long it took that information to arrive (say, 241ms for a particular shot) and also knows the approximate latency of the player being shot at (say, 210ms) and so looks back in the history of positions by the sum of those two length of times (451ms) to see if, when our player fired, the target was actually under his crosshair.

What the server is doing is figuring out what the world looked like to the player who fired, when he fired. If the player was on target, then he should get his hits, even if the world has changed since he fired (or even before he fired, as is actually the case).

This way players can aim at their targets, rather than having to manually lead them.

This is also why players sometimes die after having run round a corner, out of the line of sight of their opponent. They were hit before running around the corner, but the server only realised they were dead some time later when the information about the gun that killed them being fired reached the server and of course there is an additional delay required for the server to tell the dead player's client that the player has been killed.

--- Quelle: CS-Report (http://www.summerblue.net/games/cs_report/)

odi22
15. Januar 2005, 21:02
Hallo zusammen,

ich muss hier gerade mal den Klugscheisser raushängen lassen. Für irgent etwas muss mein Netzwerkkus ja gut gewehsen sein.

Ping ist ein Befehl. Diesen kannst du auf so ziemlich allen bekannten Betriebsystemen verwenden um die erreichbarkeit eines Systems über TCP/ip zu testen.

Ausser der Tatsache das ein Rechner dem du einen Ping sendest (echo request), diesen beantworten wird (echo reply) wenn es seine Regeln (z.b. Firewall) zulassen, wird bei einem Ping auch die Latenz angezeigt.

Die Latenz ist die Zeit die verstreicht bis der Rechner deine Aufforderung beantwortet hat.

Mann könnte also sagen die Geschwindigkeit deiner Verbindung, bitte nicht mit Bandbreite verwechseln.

Nun spielst du also ein Ballergame online, und du und dein Gegner kommen gleichzeitig um eine Ecke. Angenommen ihr beide drückt gleichzeititg auf die Maus um zu schiessen, wird natürlich den Server der das Spiel hostet das Datenpaket zu erst erreichem bei dem die Latenz am niedrigsten ist. Dem entsprechend verarbeitet der Server das Paket und schiesst.

Wenn nun der Unterschied sehr eklatent ist, bist du tot auf dem Sever bevor dein Paket überhaupt da ist.

Natürlich betrifft das auch Bewegungen und alles.

Mit einem sehr schlechten Ping schiesst du unter Umständen auf einen Gegner der schon 2 Schritte weiter ist.

So hoffe das erklärt es.

Gruss
Odi

Myrko
15. Januar 2005, 21:23
Jo wobei aber wohl das hier zu beachten ist:
Original geschrieben von Magikus
The solution is a rather neat. The server keeps a history of the of the position of players for the last half second or so. When the information about the player firing reaches the server, the server knows how long it took that information to arrive (say, 241ms for a particular shot) and also knows the approximate latency of the player being shot at (say, 210ms) and so looks back in the history of positions by the sum of those two length of times (451ms) to see if, when our player fired, the target was actually under his crosshair.

What the server is doing is figuring out what the world looked like to the player who fired, when he fired. If the player was on target, then he should get his hits, even if the world has changed since he fired (or even before he fired, as is actually the case).

This way players can aim at their targets, rather than having to manually lead them. D.h. das müsste so eine Art kompensation für leute mit schlechtem Ping auch sein, oder?

lordhelmchen
15. Januar 2005, 22:25
mein gott,laufen hier newbies rum :p
so,ich laber nochmal das gleiche:ping ist die anzahl an nanosekunden (oder milisekunden)die dein pc braucht um informationen mit dem spiele server auszutauschen

G_Dog
15. Januar 2005, 22:40
" Packet Internet Groper; a utility used to determine whether a particular computer is currently connected to the Internet. It works by sending a packet to the specified IP address and waiting for a reply. "
Kurz und knapp.

http://img128.exs.cx/img128/984/google23us.jpg

tdi.cp|Zeø
15. Januar 2005, 23:12
hups :ugly:

lordhelmchen
15. Januar 2005, 23:56
das nenne ich einen inhaltsvollen post zeo
einfallsreich und kreativ

speckweckerl
16. Januar 2005, 00:06
und deins ist sicher en angebrachter kommentar dazu ...

lordhelmchen
16. Januar 2005, 00:08
ich glaube wir drehen uns im kreis ^^. @topic:suchfunktion,verdammt

ocr|Gladiator
17. Januar 2005, 18:15
Irgendwie sind diese Fragen total putzig *g*