Originally Posted by guema
Yeah, this is what i thank first.
What make me doubt is that this kind of behaviour happening on ~100ms cast remaining when my latency rarely exceed 20ms.
But maybe it is related to packets size granularity ? as a cast event could be much larger, and take much time to be transmited entierly than "stay alive" packets.
If, for exemple, a moving forward packet take 10ms to get the server, and a cast one take 100ms, i will always show a 100ms latency on casts even if the average is 20ms, distorted by the huge amount of smallest packets ?
as im really a not good network engineer, its just a speculation...
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First of all your latency only gets updated once every 30 seconds.
Seeing your character doing something on your screen or looking at your cast bar remaining time, or the time when the events getting triggered, and the time when the packet goes out and reaches the server are all a different thing.
And even when a packet reaches any router, between your PC and the server that packet need to be unpacked processed and send forward. Which takes more time for a full size packets then a ping request.
The game probably does not send a packet for every event either, a single packet is filled with multiple commands.
And there are a lot more things that can't be anticipated, how far away from the server, the weather conditions, the temperature, packet loss, the routing map and so on.
About the cast bar latency most castbar addons (Quartz) does not calculate that latency based on your world ping, but the time between your cast start and the event which picks up that cast, so it could be multiple times bigger then your world latency.