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connection speed for decent gameplay Rate Topic: -----

Kbits ...MBit/s ..?

#11 User is offline   KarlMariaSeeberg Icon

Posted 24 July 2011 - 09:43 PM

thanks cyrus ...

i'm aware you can't predict how my ping might be affected by that provider change ... i wanted to make sure the suggested bandwidth ain't a no-go thats all .. the only thing i knew for sure was not to get a dial in connection .. :)
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#12 User is offline   Nitro Icon

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Posted 25 July 2011 - 01:33 AM

2048/512 on your ISP's website is measured in kilobits per second you divide by 8 to get your download speed in KB/s which most apps display in which will be in theory a max speed of 256 KB/s however will probably balance out to around 200 - 220 KB/s
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#14 User is offline   ObScUrE Icon

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Posted 25 July 2011 - 01:06 PM

Great post RaideR!

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#15 User is offline   KarlMariaSeeberg Icon

Posted 19 August 2011 - 11:15 PM

forgot to say thanks raider, so: thanks raider!
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#16 User is offline   spike647 Icon

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Posted 24 March 2012 - 12:25 AM

View PostKarlMariaSeeberg, on 24 July 2011 - 09:29 PM, said:

hm .. i beg to differ ... i don't know what type of connection i'm using right now but i know from experience that connecton issues can affect your fps... i'm running urt on an imac i7 so no lack of hardware performance ...


dude ur wrong absolutely. Fps is client dependant and is not effected by the packets your sending or recieving (ping - pong), and therefore is really only affected by your computers processor, specifically PPU or a physics processing unit. Your connection does not have any relation to the speed of how your computer displays the information it is recieving from the server and the information it is sending. It is independent on the server.

#17 User is offline   KarlMariaSeeberg Icon

Posted 24 March 2012 - 02:51 AM

View Postspike647, on 24 March 2012 - 12:25 AM, said:

dude ur wrong absolutely. Fps is client dependant and is not effected by the packets your sending or recieving (ping - pong), and therefore is really only affected by your computers processor, specifically PPU or a physics processing unit. Your connection does not have any relation to the speed of how your computer displays the information it is recieving from the server and the information it is sending. It is independent on the server.


okay
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Posted 24 March 2012 - 11:44 PM

View Postspike647, on 24 March 2012 - 12:25 AM, said:

dude ur wrong absolutely. Fps is client dependant and is not effected by the packets your sending or recieving (ping - pong), and therefore is really only affected by your computers processor, specifically PPU or a physics processing unit. Your connection does not have any relation to the speed of how your computer displays the information it is recieving from the server and the information it is sending. It is independent on the server.


since this post was necro'd already i just had to respond with...


... actually you are wrong..


networking and FPS are affected by each other on quake3 based games, due to the way the server updates the game environment. a bad connection can affect fps, its a well known fact in Q3 based games. (why do you think people recommend 63 or 42 packets per sec for 125FPS) and the same goes for people on wireless and having fps issues.

its due to the way the network updates and fps updates are formed in this engine that led to such things as being able to jump slightly further in call of duty (a q3 based game) when using 250FPS or 333FPS with appropriate packet rate.
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