From: Sebastian Moeller <moeller0@gmx.de>
To: Luca Muscariello <muscariello@ieee.org>
Cc: "Dave Täht" <dave.taht@gmail.com>,
cerowrt-devel <cerowrt-devel@lists.bufferbloat.net>,
bloat <bloat@lists.bufferbloat.net>
Subject: Re: [Cerowrt-devel] [Bloat] tp-link request for SQM
Date: Thu, 9 Dec 2021 19:23:49 +0100 [thread overview]
Message-ID: <E4A41B47-CC1A-44F9-806A-9D6DA0632C3C@gmx.de> (raw)
In-Reply-To: <CAH8sseS-R0p85yVbgZ_X39uhUgLkXmTyZm=feksu9XJnmC=nGg@mail.gmail.com>
Hi Luca,
> On Dec 9, 2021, at 18:38, Luca Muscariello <muscariello@ieee.org> wrote:
>
> Hi Sebastian
>
> On Thu, Dec 9, 2021, 17:09 Sebastian Moeller <moeller0@gmx.de> wrote:
> Hi Luca
>
> > On Dec 3, 2021, at 15:58, Luca Muscariello <muscariello@ieee.org> wrote:
> >
> >
> >
> > On Fri, Dec 3, 2021 at 3:35 PM Sebastian Moeller <moeller0@gmx.de> wrote:
> > Hi Dave,
> >
> >
> > > On Dec 3, 2021, at 15:18, Dave Taht <dave.taht@gmail.com> wrote:
> > >
> > > On Fri, Dec 3, 2021 at 4:00 AM Luca Muscariello <muscariello@ieee.org> wrote:
> > >>
> > >> Test using a tp-link AP EAP 245
> > >>
> > >> https://www.waveform.com/tools/bufferbloat?test-id=bbcc5ef5-e677-4f27-aa04-1849db81d0f5
> > >
> > > Nice.
> > >
> > > A kvetch is that I really wish they also tested up and down at the same time.
> > >
> > > Another kvetch is I think the test needs to run longer at these speeds.
> > >
> > > Another another kvetch is they factor in baseline latency to determine
> > > if the link is suitable for gaming or not.
> >
> > Which is the sane thing to do... IMHO. For any "twitch"-type reation-time gated gaming all players need to be in an acceptable range of "RTTs" to and from the server so that all perceive the world similarly and nobody has an unfair advantage/disadvantage, so absolute RTT does seem to matter. I would agree that jitter is nastier in that is will cause "randomish" variations of the RTT, but then the known solution against jitter is additional buffering (large enough to simply even out the unequal jittered packet arrival times) which in turn just increases the "RTT", no? (I guess no game really does this enough, so jitter stays the constant problem for internet game-play).
> > >
> >
> > Mobile multiplayer competitive games, like PvP, 5v5 such as CoDM, Critical Ops, LoL Wild Rift may have very different ways to face/conceal network conditions based on the experience the studio wants to offer to the gamer.
>
> Care to elaborate, please? As far as I can tell what I describe above is pretty universal iff fair "coordination" between different player's actions is required. How do you conceal issues about causal ordering of events that ideally are identical from all perspectives?
>
> Not all games use deterministic lockstep because it requires to compensate latency from the different players. Of course if latency is zero it is easier. But that assumption or that objective is one of the fallacies of distributed computing.
>
> Predictive lockstep or even rollback netcode are examples where you fix update accuracy reactively.
Ah, sure, I was talking core principle not implementation. I fully agree that predictive/speculative techniques help to make the causality problems of different information propagation delays appear less often. In retrospect that is what "conceal network conditions" alstready covered ;)
> Beyond specific netcode techniques, some mobile games can give you the illusion that you're playing PvP while at some point reality is that you can continue to play almost offline against bots.
I don't want to sound harsh, but that feels like "cheating".
>
> There are games where physics inaccuracies can be concealed. Physics is very important for first person shooter games while an ARPG may conceal inaccuracies in the middle of the mess that is rendered on screen, think of League of Legends Wild Rift.
Ah, okay. Didn't know at all about the last two ;)
Thanks!
Regards
Sebastan
>
>
>
> Regards
> Sebastian
>
>
> >
> >
> >
> > > We had them participating on this list at some point....
> > >
> > >>
> > >>
> > >> On Thu, Dec 2, 2021 at 7:48 PM Dave Taht <dave.taht@gmail.com> wrote:
> > >>>
> > >>> tp-link, is, so far as I know, the last major home router vendor NOT
> > >>> shipping a SQM system. Perhaps this could be modded up with someones
> > >>> with accounts?
> > >>>
> > >>> https://community.tp-link.com/us/home/forum/topic/511156
> > >>>
> > >>>
> > >>> --
> > >>> I tried to build a better future, a few times:
> > >>> https://wayforward.archive.org/?site=https%3A%2F%2Fwww.icei.org
> > >>>
> > >>> Dave Täht CEO, TekLibre, LLC
> > >>> _______________________________________________
> > >>> Bloat mailing list
> > >>> Bloat@lists.bufferbloat.net
> > >>> https://lists.bufferbloat.net/listinfo/bloat
> > >
> > >
> > >
> > > --
> > > I tried to build a better future, a few times:
> > > https://wayforward.archive.org/?site=https%3A%2F%2Fwww.icei.org
> > >
> > > Dave Täht CEO, TekLibre, LLC
> > > _______________________________________________
> > > Cerowrt-devel mailing list
> > > Cerowrt-devel@lists.bufferbloat.net
> > > https://lists.bufferbloat.net/listinfo/cerowrt-devel
next prev parent reply other threads:[~2021-12-09 18:23 UTC|newest]
Thread overview: 15+ messages / expand[flat|nested] mbox.gz Atom feed top
2021-12-02 18:48 [Cerowrt-devel] " Dave Taht
2021-12-03 10:10 ` [Cerowrt-devel] [Bloat] " Kenneth Porter
2021-12-03 10:40 ` Sebastian Moeller
2021-12-03 12:12 ` Wheelock, Ian
2021-12-03 12:43 ` Kenneth Porter
[not found] ` <A5CB878868B38B2F0660B051@192.168.1.16>
2021-12-03 14:23 ` Dave Taht
2021-12-03 12:38 ` Kenneth Porter
2021-12-03 11:59 ` Luca Muscariello
2021-12-03 14:18 ` [Cerowrt-devel] " Dave Taht
2021-12-03 14:35 ` Sebastian Moeller
2021-12-03 14:58 ` Luca Muscariello
2021-12-09 16:09 ` Sebastian Moeller
2021-12-09 17:38 ` Luca Muscariello
2021-12-09 18:23 ` Sebastian Moeller [this message]
2021-12-09 18:54 ` Luca Muscariello
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