You can run a traceroute, then setup several ping's running to different
hops along the way.
Next run a speed test, eg lax.speakeasy.net and see if you have packet
loss while the ping test is going.
Here is a ping command to use "ping -s 1000 <first hop IP>"
You can also do a ping flood but make sure to use the "count" option, eg
"ping -f -c 100 <first hop>"
You should have less then 1% packet loss and hopefully less then 100ms
for the first hop to your ISP.
The delay is highly dependant on the technology your connection is
using. Your first hop to your ISP is where lots of the problems come
from. school/ethernet hub/colo < iprovo < utopia < airswitch AFcity <
comcast < sdsl/T1 <5ghz wireless, adsl< 2.4 wireless < satelite, sprint
wireless
Steve wrote:
Yeah if I wasn't writing the game I would agree, but there are so few
Massively Multiplayer games for Linux I figured i'ld try my hand at
it.
On 4/9/06, Corey Edwards <[EMAIL PROTECTED]> wrote:
On Sun, 2006-04-09 at 18:52 -0600, Steve wrote:
Hello everyone,
I have an online game I've been playing and lately I've been getting
prolonged Black Skulls of Death (Black Skull that pops up when latency
begins to exceed a certain threshold).
Problem is I would like to figure out. If it's my ISP or something to
do with the Game Server.
Since I have root on the game server I can run basically any test imaginable.
Just curious what tests I could run to see if it's my ISP or the ISP
of the Game Server
http://people.ee.ethz.ch/~oetiker/webtools/smokeping/
I would recommend running it on both sides (your client and the game
server) monitoring local links (client/server <-> ISP next hop router)
and end-to-end (client <-> server). Four monitors in total. You might
run into issues if your ISP blocks direct communication with their
routers. Cross your fingers.
You could also consider a game which is less concerned with latency. :)
http://www.nethack.org/
Corey
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