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Old 02-07-2022, 07:26 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by titanshub [You must be logged in to view images. Log in or Register.]
4. All three players happen to recieve the "START RACE" message at the same time (in this case the target /random number).

This isn't true. The players receive the /random information at 1/2 of their stated ping (not round trip in this case). So player A gets it in 10ms while player B gets it in 100ms.

The observer views the random happening at 10ms. So the observer is 1:1 with player A. All we must do is count frames and know the FPS of the recording to determine reaction time.

For player B the observer knows his ping because he made YouTube videos and we can make a reasonable assumption that this is a normal ping. It also lines up with our expectations of ping for where he lives (or so I'm told).

Because the observer knows his delay is 20ms and receiving packets from the server is half of a round trip, the time at which the observer saw the random appear minus 10ms is the time in which it left the server. We can therefor conclude that player B receives the random information 90ms after it appears on the observers recording.

We then do some basic math that includes determining if it is a 30 or 60fps recording and counting frames we can calculate the reaction time with the available information. Now we have a best case number for getting the best possible reaction time. Any additional delays in hardware thus reduce the amount of time in which the player on char B is exposed to the information before reacting.

Additional sources of lag at this point require faster than calculated reaction times to equal observed actions.
I said "Happen to receive", because it is an example[You must be logged in to view images. Log in or Register.] I wanted to keep the example as simple as possible. But sure, let us add that variable in if you want. It doesn't help your case or OP's. Your logic is incorrect here.

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I will try to make a very simple math example to show why online games are not a great way to judge reaction times.

In case you don't know, ping measures the round trip time it takes for a player to send data to the server, and receive it back. So if a player has a ping of 20ms, that means it took something like 10ms to send the data out, and 10ms to get the data back. It doesn't have to be a 50/50 split like that, but I will use it for simplicity.

Here are the conditions for the hypothetical example:

1. Racing Player A has 20ms ping.

2. Racing Player B has 200ms ping.

3. Observing Player has 30ms ping.

4. Rolling Player has 40ms ping.

5. The Server is the P99 server.

6. Lets assume OP is correct, and normal humans have a 250ms reaction time.




Rolling Player would send the "REQUEST RANDOM" command to the server at the 0ms mark.

The Server would receive the "REQUEST RANDOM" command from the Rolling Player at the 20ms mark (+20ms to receive the message from theRolling Player)

Racing Player A would receive the "RANDOM NUMBER 900" message at the 30ms mark (+10ms to receive the message from The Server)

Racing Player A would send the "STARTED MOVING" command to the server at the 280ms mark (+250ms reaction time).

The Server would receive the "STARTED MOVING" command from the Racing Player A at the 290ms mark (+10ms to receive the message from the Racing Player A).

Observing Player would receive the "STARTED MOVING" command from the Racing Player A at the 305ms mark (+15ms to receive the message from The Server.




Rolling Player would send the "REQUEST RANDOM" command to the server at the 0ms mark.

The Server would receive the "REQUEST RANDOM" command from the Rolling Player at the 20ms mark (+20ms to receive the message from theRolling Player)

Racing Player B would receive the "RANDOM NUMBER 900" message at the 120ms mark (+100ms to receive the message from The Server)

Racing Player B would send the "STARTED MOVING" command to the server at the 370ms mark (+250ms reaction time).

The Server would receive the "STARTED MOVING" command from the Racing Player B at the 470ms mark (+100ms to receive the message from the Racing Player B).

Observing Player would receive the "STARTED MOVING" command from the Racing Player B at the 495ms mark (+15ms to receive the message from The Server.




So in this example, you would have a difference of 190ms just from ping.