Jemila
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This thread was made to help Australians get the most out of our internet connections and help maximise our gaming experience with Tera Online.
What is latency?
Every internet gamer dreads the word "lag", which basically means your network performance is slow. It doesn't matter how much you can transmit per second, but rather how fast can your signal get to where it counts. The proper term for the measurement is "latency".
Often you'll run into "ping time". PING actually stands for Packet INternet Groper, which is a utility used to "bounce" a network signal off of a machine to see if it's responding or not. The ping time, the usual measure of latency, is how fast did the ping packet return from the target machine. The smaller the time, the lower latency your connection is. Note that this has nothing to do with bandwidth (i.e. how MUCH can you uplink/downlink per second).
A high-bandwidth connection usually has lower latency. HOWEVER, you can have LOW ping times and be on a modem, or have high ping times and on a Cable/DSL. Ping time and connection speed are NOT related! They USUALLY go together (i.e. good bandwidth usually means better ping times), but they don't have to be.
Some networks are inherently more latent (laggy) than others. AOL(2001), for example, uses several proxy servers to make sure their network are not hacked, but it also makes their network very slow and unsuitable for action gaming - kschang Epionions.com
How does Latency affect the Tera Online experience
Many mmo's use a GCD (global cool down) system. Basicly what this means is that there is a set time inbetween actions that you are not able to do anything. If you manage to que up an attack before the end of this GCD it doesn't matter how high your latency is, the attack will be performed server side as fast as the game mechanics permit. This however is the medium Tera Online is steering away from in order to obtain the more live feeling action combat.
Which brings us to Tera Online
The game needs to know what you are doing / wish it to do. Subsequently the server waits for commands from the player between each animation. Which is what creates the in-game difference between players and their latency. There is no GCD instead it is governed via animation on a spell to spell basis(I also believe there is no spellque, spellchaining is different).
The latency comes into play between every attack, however this effect is obviously amplified with shorter animation attacks.
I do not believe that latency can adjust the animation speed, for this to even be possible the animation must be longer then the latency of the users connection. Then the possibility of the animation being cut short as it begins the new animation could occur. However I have no evidence to show that this occurs. Animation acceleration should only occur from haste giving items in game itself.
It should be noted that haste will scale in value the lower your latency is. Obvious deduction is obvious. We can also deduct that slower attacks will be preferable to higher latency players provided they do not miss.
This section is open to input / modification. It is only a rough draft. I will add more effects of latency such as positioning in the future.
What is En Masse stance on Australian players in relation to servers / latency
I am simply going to post the quotes gathered from multiple locations.
knoxxer on 03/28/2012, 01:25 PM
knoxxer on 03/28/2012, 01:14 PM
What servers are acknowledged as being highly oceanic occupied?
At this point, it is completely unknown but I will update as I discover more information to current trends.
What can I do to support a West American server and fellow players?
For now all we can do is show our interest in a geographically closer server. In the future we will have to see if that helped or not. Of course while we wait, show support to the company and hope that in the future they will show appreciation back.
To show your support for a future west server sign the petition here.
http://www.thepetitionsite.com/381/826/046/west-coast-server-for-en-masse-tera-online/
To show your support for fellow gamers, even if you don't live in Australia. Help by pooling your test results and how you achieved it. As well as any technical expertise / advise you can offer below. How to do this will be described further down this post.
So what is the Australian connection to Tera Online like?
Tera Online servers are located at the Savvis datacenter in Chicago. For Australia that is about ~9300miles from Sydney which is the point our packets leave our shore. They then arrive around Los Angeles and proceed to travel to Chicago from the West of America.
So far the best I have seen proved has been 219ms from Sydney to the Chicago though the jitter was pretty large, showing a potential fluctuation and packet loss. Optus cable from Sydney. Other information unknown.
Delushunz on 03/27/2012, 06:36 AM
Most players will experience ~240ms, it varies greatly and causes of this variance are explored below.
What is the max theoretical connection from Sydney to Los Angelas(points our countries connect)
Sydney to LA is ~12,000 km, or ~0.04s at light speed, or ~80ms ping from the travel distance alone. Max theoretical. vacuum "c"= 299 792 458 m/s
Light in otpical fibre travels much slower since it has to actually move through something and bumps around so its closer to about 2/3 c. So being generous and adding for possible improvements in materials used in fibre otpic cables (as well as ignoring any latency from the other equipment) lets say it only slows down to ¾ the speed of c then you hit a hard low of 100ms for a ping from sydney to LA which is physically impossible to get any lower no matter what technology you use without reducing the actual distance.
Then you factor in protocol overheads, interleaving, multiplexing, stimulated brillouin scattering suppression, Every device in between that may need to relay the packet, and the device at the end that has to receive, interpret and respond to the packet, bad hops.
Here is a discussion on propagation delay if you care to read, it is starting to get into the realm of being irrelevance.
http://forums.whirlpool.net.au/archive/1007097
They are not going to be laying down a direct link of vacuum chamber fibre optic cables anyhow because brillouin scattering aside that would be foolish waste of money, considering the Refractive index of the various gases is a small factor in overall latency as in relation to ~C. Air: 1.000292 Hydrogen: 1.000132 Helium: 1.000035.
The reality is with fibre optic and max theoretical speeds combined with other external overheads we are looking at a realistic ~120+ms to hit LA maybe more. That is of course using fastpath interleaving disabled and reduced hops. In real world practice it would be much much higher.
I am yet to see anyone get close to this. I myself sit about ~170ms to Los Angeles most days as the best I can do. There is also the fact of fibre optic being far from readily available to the average Australian.
Internet connection and you, what information to post and what is it?
Information to provide to let us know what you are getting and the situation you are in should follow a logical format as described below.
First of all navigate to http://www.pingtest.net and test to Chicago IL and post your result using the forum link. Further more to really be helpful provide the following information.
For example I will use myself

>Internode ADSL2 220-240 to Chicago
>Melbourne
>Interleaving disabled
>no proxy tunnel setup
>windows network optimised with standard tcpackfrequency edit and QoS router setup.
What is all this network/internet stuff and how can I improve my connection
This section will be extensively expanded as people provide valuable information to help each other. For now I will simply provide a few things keeping it simple as possible. I will try to avoid getting into the technical information behind how they work or this thread will go on for years.
Interleaving
Interleaving is a catalyst for forward error correction, otherwise, more often than not data needs to be retransmitted. The trade off is that the entire interleaved group needs to be received and unmixed before it can be processed. This introduces latency to the connection equivalent to the time period of interleaved data. If you are attempting to run a fast ADSL connection (i.e. less than 15-20dB of SNR margin) then it's recommended to have interleaving to correct packets affected by impulse noise which is louder than the margin and affects the data stream. Whilst it does introduce latency it also increases the overall throughput of the connection because data doesn't need to be retransmitted. -Whirlpool.
To adjust this you generally need to speak with your ISP if an online tool to allow profile changes to your connection is unavailable. Disabling interleaving can increase drop outs and packet loss.
Proxy tunnel
Proxy tunnel is simply a direction connection between point A - B removing / reducing the amount of stops in-between. This results in reduced overhead and / or distance. It also can give packets higher priority and avoid needing to be grouped up before being sent.
The advantages of these services vary as per the performance of your current connection / routing. If you are as close to the near theoretical performance your distance will allow the gains you see will be minimal. But some people see fantastic gains. It depends on your ISP / location / connection.
Please remember that using a proxy tunnel won't automatically route all data through that service. Your internet browser for example won't be using the proxy tunnel unless the service you are using supports this functionality. So please don't assume using pingtest.net will be affected by your proxy tunnel.
here are some of the more popular services
Current results using proxy tunnel
It has been extremely difficult to test tangible results of using a proxy in this game. This is due to the client lacking the function to measure latency. This has left us with having to monitor TCP connections in order to get a measurable result. Testing the latency through the launcher is seperate from the client, creating custom putty connections to the client through a range of services is extremely problamatic and somewhat of little benifit.
The problem monitoring TCP connection when using a proxy is that most ping lowering services use a process ID network bridge. This means that the latency between the remote proxy server and the game data servers become unreadable. The only readable latency in regard to data from our end becomes only the connection between us and the proxy server, not beyond.
However using some cisco proxy software and days of headache, I was able to hook onto inactive internal loopback and test through a range of ping lowering services PID bridges.
The results varied. The tunnels I tested fluctuated ~5-~30ms between the remote proxy server and the game servers themselves. This yielded a result that was sometimes lower then what I would get without a tunnelling service and sometimes higher then what I would get without it.
Example latency test results
Smoothping decreased my latency to Chicago ~10ms from ~236-~226. My ping without using a service is ~240, so at first glance this looks like a nice improvement. However from the proxy to the data server saw an overall increase in latency to ~250-~260. Why this was happening is unknown but it shows that you can't just assume the lowest latency to Chicago is the best for you.
Lowerping had my latency near ~232 near what I would without a proxy service. Unlike Smoothping the latency gain between the proxy server and game server was negligible. Thus it gave me results better then Smoothping, however it fluctuated slightly more then smoothping.
Example fluctuation results
All ping lowering services I tested through cisco proxy PID hook kept my latency under ~270ms. It was rare to get a spike over 300ms. This was a vast improvement over not using a service which caused my latency fluctuated widely from ~240ms-~430ms.
So we can conclude that regardless of latency differences between services, a fairly solid across the board reduced fluctuation in the packet stream was experienced. Using a proxy service regardless of ping benefits or lack thereof, helped prevent spikes. To me this is extremely important to a player that has a higher level of latency.
If one is going to get used to adapting to a certain level of lag, making sure the latency is consistent goes a long way in adjusting to your play field.
Proxy conclusion
So what ping lowering service is best for you? Well fact is at the moment there is no way to answer that question. It is impossible to say one is better then the other beyond taking stock in the personal opinions of those that use them. I suggest you use what one you like and feel most comfortable with.
*Please note that results I personally have experienced are in no way guaranteed to represent results any of you may yield. A slight change in geographical location can dramatically change the effects of your proxies routing.
Windows and other user tweaks
The most famous is the TCPAckFrequency edit. Is is an optimization of network traffic that tries to reduce overall packet volume but can cause extra latency
The easiest way to change this is using a tool provided here.
http://www.wowinterface.com/downloads/info13581-LeatrixLatencyFix.html
Obviously there is more you can do on your end such as ensuring background services/processs are not causing load and making sure someone else isn't downloading pron using a 500 peer connection :P I will add more to this soon.
Lowest latency challenge
Person with the lowest provable latency to the Chicago IL server from Australia come the launch(May 1st) will receive a 3 month subscription to the proxy tunnel service of there choice for being a lucky son of a gun.
*Lowest latency for challenge submission must be proved via a full screen recording uploaded onto youtube. I am not that worried about fraudulence. The prize isn't worth that much, it is merely a congratulations. Full screen recording can be done via fraps or other such program. I recommend BSR screen recorder for such purpose. This challenge is restricted to Australians and I believe someone in Sydney will win it if said individual had interest too.
Why Pingtest.net?
I chose pingtest.net simply because it is something anyone can use and is easy to post the results. Also because it is a unified testing point for everyone, it somewhat regulates the control environment which at the very least still gives us a rough comparison in which to derive ways to improve our connection :)
Until we are sure of the verified Tera Online server IP's I am not going to ask people to start running tracerts. Till then pingtest.net is useful way to test peoples connection at a single point in Chicago. If you are able to provide useful information you have obtained yourself do not hesitate to let us know :)
NOTE: Remember, the internet is a fickle mistress. What you get at your house may be vastly different to your next door neighbour who has the same connection/ISP. What one can achieve with their ISP you may never get simliair results. But as always, it doesn't hurt to try :)
Thread will be expanded upon and refined as we draw closer to release. Once server IP's become official and we can test live server results we will be able to draw more accurate conclusions beyond theoretical analysis.
What is latency?
Every internet gamer dreads the word "lag", which basically means your network performance is slow. It doesn't matter how much you can transmit per second, but rather how fast can your signal get to where it counts. The proper term for the measurement is "latency".
Often you'll run into "ping time". PING actually stands for Packet INternet Groper, which is a utility used to "bounce" a network signal off of a machine to see if it's responding or not. The ping time, the usual measure of latency, is how fast did the ping packet return from the target machine. The smaller the time, the lower latency your connection is. Note that this has nothing to do with bandwidth (i.e. how MUCH can you uplink/downlink per second).
A high-bandwidth connection usually has lower latency. HOWEVER, you can have LOW ping times and be on a modem, or have high ping times and on a Cable/DSL. Ping time and connection speed are NOT related! They USUALLY go together (i.e. good bandwidth usually means better ping times), but they don't have to be.
Some networks are inherently more latent (laggy) than others. AOL(2001), for example, uses several proxy servers to make sure their network are not hacked, but it also makes their network very slow and unsuitable for action gaming - kschang Epionions.com
How does Latency affect the Tera Online experience
Many mmo's use a GCD (global cool down) system. Basicly what this means is that there is a set time inbetween actions that you are not able to do anything. If you manage to que up an attack before the end of this GCD it doesn't matter how high your latency is, the attack will be performed server side as fast as the game mechanics permit. This however is the medium Tera Online is steering away from in order to obtain the more live feeling action combat.
Which brings us to Tera Online
The game needs to know what you are doing / wish it to do. Subsequently the server waits for commands from the player between each animation. Which is what creates the in-game difference between players and their latency. There is no GCD instead it is governed via animation on a spell to spell basis(I also believe there is no spellque, spellchaining is different).
The latency comes into play between every attack, however this effect is obviously amplified with shorter animation attacks.
I do not believe that latency can adjust the animation speed, for this to even be possible the animation must be longer then the latency of the users connection. Then the possibility of the animation being cut short as it begins the new animation could occur. However I have no evidence to show that this occurs. Animation acceleration should only occur from haste giving items in game itself.
It should be noted that haste will scale in value the lower your latency is. Obvious deduction is obvious. We can also deduct that slower attacks will be preferable to higher latency players provided they do not miss.
This section is open to input / modification. It is only a rough draft. I will add more effects of latency such as positioning in the future.
What is En Masse stance on Australian players in relation to servers / latency
I am simply going to post the quotes gathered from multiple locations.
Our servers are located in a Savvis datacenter in Chicago, which we selected because it has world-class infrastructure and facilities that are designed to avoid single points of failure that could lead to outages.
After extensive research we picked Savvis and AboveNet for bandwidth provisioning because they're both excellent Tier 1 service providers. While we could have selected bandwidth providers that provide cheaper service, MMO players would be able to tell the difference in terms of the quality of their gameplay experience - the providers we selected have excellent latency and service characteristics.
And we chose Chicago, again after extensive research, because it is a major peering hub that's near the "center of population" of the United States and Canada. Based on our testing, it has some of the best connectivity and lowest latency to the greatest number of players in North America.
Will there be servers located in Australia or Oceania?
We would love to support players in the southern hemisphere by locating servers there, but at the present we only have TERA servers in North America. That being said, we’ve had players from Australia participate in our testing process and TERA is quite playable from there, so if you’re interested we would encourage you to give the game a try.
knoxxer on 03/28/2012, 01:25 PM
I am sorry that connecting from Australia sucks for some of you guys, but the reality is that our focus is on the North American market for the initial launch of TERA. We made the decision early on not to sell boxes officially in Australia because we didn't want to promise something we couldn't guarantee. I went through this on a previous product and it felt wrong promoting and selling to a region we weren't completely supporting.
When you are starting a new company you need to have focus or you will end up getting spread way to thin.
My hope is that TERA's success takes off in North America and that over the next few years we can look into launching TERA locally, and fully supported into more territories.
knoxxer on 03/28/2012, 01:14 PM
There is a lot of cost and complexity to having servers in different locations. I have done it both ways and having a single centralized server location solves a ton of problems. We have put a ton of effort into optimizing our traffic - it has taken 2 years to get our data center where it is today.
I won't say that it will never happen but right now we are in Chicago for the foreseeable future.
What servers are acknowledged as being highly oceanic occupied?
At this point, it is completely unknown but I will update as I discover more information to current trends.
What can I do to support a West American server and fellow players?
For now all we can do is show our interest in a geographically closer server. In the future we will have to see if that helped or not. Of course while we wait, show support to the company and hope that in the future they will show appreciation back.
To show your support for a future west server sign the petition here.
http://www.thepetitionsite.com/381/826/046/west-coast-server-for-en-masse-tera-online/
To show your support for fellow gamers, even if you don't live in Australia. Help by pooling your test results and how you achieved it. As well as any technical expertise / advise you can offer below. How to do this will be described further down this post.
So what is the Australian connection to Tera Online like?
Tera Online servers are located at the Savvis datacenter in Chicago. For Australia that is about ~9300miles from Sydney which is the point our packets leave our shore. They then arrive around Los Angeles and proceed to travel to Chicago from the West of America.
So far the best I have seen proved has been 219ms from Sydney to the Chicago though the jitter was pretty large, showing a potential fluctuation and packet loss. Optus cable from Sydney. Other information unknown.
Delushunz on 03/27/2012, 06:36 AM
Most players will experience ~240ms, it varies greatly and causes of this variance are explored below.
What is the max theoretical connection from Sydney to Los Angelas(points our countries connect)
Sydney to LA is ~12,000 km, or ~0.04s at light speed, or ~80ms ping from the travel distance alone. Max theoretical. vacuum "c"= 299 792 458 m/s
Light in otpical fibre travels much slower since it has to actually move through something and bumps around so its closer to about 2/3 c. So being generous and adding for possible improvements in materials used in fibre otpic cables (as well as ignoring any latency from the other equipment) lets say it only slows down to ¾ the speed of c then you hit a hard low of 100ms for a ping from sydney to LA which is physically impossible to get any lower no matter what technology you use without reducing the actual distance.
Then you factor in protocol overheads, interleaving, multiplexing, stimulated brillouin scattering suppression, Every device in between that may need to relay the packet, and the device at the end that has to receive, interpret and respond to the packet, bad hops.
Here is a discussion on propagation delay if you care to read, it is starting to get into the realm of being irrelevance.
http://forums.whirlpool.net.au/archive/1007097
They are not going to be laying down a direct link of vacuum chamber fibre optic cables anyhow because brillouin scattering aside that would be foolish waste of money, considering the Refractive index of the various gases is a small factor in overall latency as in relation to ~C. Air: 1.000292 Hydrogen: 1.000132 Helium: 1.000035.
The reality is with fibre optic and max theoretical speeds combined with other external overheads we are looking at a realistic ~120+ms to hit LA maybe more. That is of course using fastpath interleaving disabled and reduced hops. In real world practice it would be much much higher.
I am yet to see anyone get close to this. I myself sit about ~170ms to Los Angeles most days as the best I can do. There is also the fact of fibre optic being far from readily available to the average Australian.
Internet connection and you, what information to post and what is it?
Information to provide to let us know what you are getting and the situation you are in should follow a logical format as described below.
First of all navigate to http://www.pingtest.net and test to Chicago IL and post your result using the forum link. Further more to really be helpful provide the following information.
- What is your ISP/connection
- Where are you testing from
- Did you disable interleaving?
- Are you using a proxy tunnel, what proxy tunnel and how did this affect you?
- Other tweaks you are using such as tcpackfrequency edit
- If you have latency under 200 from Australia to Chicago use pingtest.net to prove it and we will be very very interested.
For example I will use myself

>Internode ADSL2 220-240 to Chicago
>Melbourne
>Interleaving disabled
>no proxy tunnel setup
>windows network optimised with standard tcpackfrequency edit and QoS router setup.
What is all this network/internet stuff and how can I improve my connection
This section will be extensively expanded as people provide valuable information to help each other. For now I will simply provide a few things keeping it simple as possible. I will try to avoid getting into the technical information behind how they work or this thread will go on for years.
Interleaving
Interleaving is a catalyst for forward error correction, otherwise, more often than not data needs to be retransmitted. The trade off is that the entire interleaved group needs to be received and unmixed before it can be processed. This introduces latency to the connection equivalent to the time period of interleaved data. If you are attempting to run a fast ADSL connection (i.e. less than 15-20dB of SNR margin) then it's recommended to have interleaving to correct packets affected by impulse noise which is louder than the margin and affects the data stream. Whilst it does introduce latency it also increases the overall throughput of the connection because data doesn't need to be retransmitted. -Whirlpool.
To adjust this you generally need to speak with your ISP if an online tool to allow profile changes to your connection is unavailable. Disabling interleaving can increase drop outs and packet loss.
Proxy tunnel
Proxy tunnel is simply a direction connection between point A - B removing / reducing the amount of stops in-between. This results in reduced overhead and / or distance. It also can give packets higher priority and avoid needing to be grouped up before being sent.
The advantages of these services vary as per the performance of your current connection / routing. If you are as close to the near theoretical performance your distance will allow the gains you see will be minimal. But some people see fantastic gains. It depends on your ISP / location / connection.
Please remember that using a proxy tunnel won't automatically route all data through that service. Your internet browser for example won't be using the proxy tunnel unless the service you are using supports this functionality. So please don't assume using pingtest.net will be affected by your proxy tunnel.
here are some of the more popular services
- www.smoothping.com
- www.battleping.com
- www.lowerping.com
- www.laglessproxy.com
- http://www.pingbetter.com
Current results using proxy tunnel
It has been extremely difficult to test tangible results of using a proxy in this game. This is due to the client lacking the function to measure latency. This has left us with having to monitor TCP connections in order to get a measurable result. Testing the latency through the launcher is seperate from the client, creating custom putty connections to the client through a range of services is extremely problamatic and somewhat of little benifit.
The problem monitoring TCP connection when using a proxy is that most ping lowering services use a process ID network bridge. This means that the latency between the remote proxy server and the game data servers become unreadable. The only readable latency in regard to data from our end becomes only the connection between us and the proxy server, not beyond.
However using some cisco proxy software and days of headache, I was able to hook onto inactive internal loopback and test through a range of ping lowering services PID bridges.
The results varied. The tunnels I tested fluctuated ~5-~30ms between the remote proxy server and the game servers themselves. This yielded a result that was sometimes lower then what I would get without a tunnelling service and sometimes higher then what I would get without it.
Example latency test results
Smoothping decreased my latency to Chicago ~10ms from ~236-~226. My ping without using a service is ~240, so at first glance this looks like a nice improvement. However from the proxy to the data server saw an overall increase in latency to ~250-~260. Why this was happening is unknown but it shows that you can't just assume the lowest latency to Chicago is the best for you.
Lowerping had my latency near ~232 near what I would without a proxy service. Unlike Smoothping the latency gain between the proxy server and game server was negligible. Thus it gave me results better then Smoothping, however it fluctuated slightly more then smoothping.
Example fluctuation results
All ping lowering services I tested through cisco proxy PID hook kept my latency under ~270ms. It was rare to get a spike over 300ms. This was a vast improvement over not using a service which caused my latency fluctuated widely from ~240ms-~430ms.
So we can conclude that regardless of latency differences between services, a fairly solid across the board reduced fluctuation in the packet stream was experienced. Using a proxy service regardless of ping benefits or lack thereof, helped prevent spikes. To me this is extremely important to a player that has a higher level of latency.
If one is going to get used to adapting to a certain level of lag, making sure the latency is consistent goes a long way in adjusting to your play field.
Proxy conclusion
So what ping lowering service is best for you? Well fact is at the moment there is no way to answer that question. It is impossible to say one is better then the other beyond taking stock in the personal opinions of those that use them. I suggest you use what one you like and feel most comfortable with.
*Please note that results I personally have experienced are in no way guaranteed to represent results any of you may yield. A slight change in geographical location can dramatically change the effects of your proxies routing.
Windows and other user tweaks
The most famous is the TCPAckFrequency edit. Is is an optimization of network traffic that tries to reduce overall packet volume but can cause extra latency
The easiest way to change this is using a tool provided here.
http://www.wowinterface.com/downloads/info13581-LeatrixLatencyFix.html
Obviously there is more you can do on your end such as ensuring background services/processs are not causing load and making sure someone else isn't downloading pron using a 500 peer connection :P I will add more to this soon.
Lowest latency challenge
Person with the lowest provable latency to the Chicago IL server from Australia come the launch(May 1st) will receive a 3 month subscription to the proxy tunnel service of there choice for being a lucky son of a gun.
*Lowest latency for challenge submission must be proved via a full screen recording uploaded onto youtube. I am not that worried about fraudulence. The prize isn't worth that much, it is merely a congratulations. Full screen recording can be done via fraps or other such program. I recommend BSR screen recorder for such purpose. This challenge is restricted to Australians and I believe someone in Sydney will win it if said individual had interest too.
Why Pingtest.net?
I chose pingtest.net simply because it is something anyone can use and is easy to post the results. Also because it is a unified testing point for everyone, it somewhat regulates the control environment which at the very least still gives us a rough comparison in which to derive ways to improve our connection :)
Until we are sure of the verified Tera Online server IP's I am not going to ask people to start running tracerts. Till then pingtest.net is useful way to test peoples connection at a single point in Chicago. If you are able to provide useful information you have obtained yourself do not hesitate to let us know :)
NOTE: Remember, the internet is a fickle mistress. What you get at your house may be vastly different to your next door neighbour who has the same connection/ISP. What one can achieve with their ISP you may never get simliair results. But as always, it doesn't hurt to try :)
Thread will be expanded upon and refined as we draw closer to release. Once server IP's become official and we can test live server results we will be able to draw more accurate conclusions beyond theoretical analysis.
Edited by: Jemila
about 1 year ago





