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War Thunder Servers = A guide for people about ping rate and their location


Location = Bandar 'abbas ,Iran

 

Ping rate = EU 200   RU 240  SA 275  US 275

 

When i used VPN ping is going to 30% to 40% Better

 

With VPN = EU 135   RU 110  SA 225  US 230

 

Used = EU, RU, some times US

 

Connection =  ADSL 

 

provider =  ASIA TECH

 

Speed =  2mb/s ,Download and upload is different , Download 1mb/s , Upload 300 kb/s

 

So Iran Internet is ((RUBBISH))

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 eu server is very bad, since 1 mounth ago i cant get below 150, before that i played on constant 80

 

Location = madrid

 

Ping rate = 150 - 999

 

Connection type = adsl

 

Internet provider = jaztell

 

War Thunder server used = EU

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For those who are complaining about ping time in the 200 to 300 ms range, don't know how robust the program is, but there is a ping compensating built into the program, called lag compensation.  A brief run down on how it works is these steps, taken from Half life.

 

  1. Before executing a player's current user command, the server:
    1. Computes a fairly accurate latency for the player
    2. Searches the server history (for the current player) for the world update that was sent to the player and received by the player just before the player would have issued the movement command
    3. From that update (and the one following it based on the exact target time being used), for each player in the update, move the other players backwards in time to exactly where they were when the current player's user command was created. This moving backwards must account for both connection latency and the interpolation amount8 the client was using that frame.
  2. Allow the user command to execute (including any weapon firing commands, etc., that will run ray casts against all of the other players in their "old" positions).
  3. Move all of the moved/time-warped players back to their correct/current positions

     Note that in the step where we move the player backwards in time, this might actually require forcing additional state info backwards, too (for instance, whether the player was alive or dead or whether the player was ducking). The end result of lag compensation is that each local client is able to directly aim at other players without having to worry about leading his or her target in order to score a hit. Of course, this behavior is a game design tradeoff.

 

If you want to read more about it visit this web site

 

https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

 

All online games that communicate between a server and client should have some sort of latency or lag compensating.

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  • 2 weeks later...

Location = USA, Southern, Illinois

 

Ping rate = 47 ms

 

Connection type = Cable  90 gbs

 

Internet provider = Comcast

 

War Thunder server used = US

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Location : Bonneuil sur Marne, Val de Marne, France

 

Ping Rate : EU server = 22ms

 

                   RU server = 70ms

 

                   US server = 120ms

 

                   SA server = 250+ms

 

Connection type : Cable

 

Internet provider : Orange

 

War Thunder server used : EU, RU, US.

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Location : Ankara, TURKEY

Ping Rate :
EU server = 60ms
RU server = 110ms
US server = 170ms
SA server = 300+ms

Connection type :50mbit fiber

Internet provider :Superonline

War Thunder server used : EU, RU

Note: pls more investment on servers :))
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Location : Hradec Kralove, Czech Republic

Ping Rate : EU server = max 60ms

 

                   RU server = max 70ms

 

                   US server = max 130ms

 

                   SA server = 200+ms

 

Connection type : Optic cable, 30Mbit/s

 

Internet provider : Magnalink

 

War Thunder server used : EU, RU

 

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Yea, it's so infuriating to be killed from someone/something that you don't see until later, in the post death replay on how you got killed. I wonder what it's like to have below 200ms of ping... Must be instantaneous.

I've actually gotten around 120 ping before on SA server a couple of times, though at times not very regularly. Haven't really noticed much difference except that it can be a bit easier to land shots on targets :yes: .

 

I myself am trying to figure out how our big ping issues are caused. Either it's because of a lack of an Oceania server, the cruddy ADSL/NBN infrastructure we have here in Australia (as copper lines age they tend to gradually lose quality of service (QoS)-I reckon some of the telephone lines here were first laid a couple of decades ago :lol:), or simply the amount of "hops" our connection packets have to make to get to the US or EU servers. (Ping can be determined by the number of routers/servers a data packet has to traverse before it reaches its target).

Edited by thunderkiller96
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  • 2 weeks later...

I request WT team to add Asian servers. Players from Asia region are suffering from high ping and latency! Most of the time I get 300+ ping in game. The lowest ping I ever got is 88 which once in a moon(really small moon)!
I requested many times for Asian servers, but seems gaijin doesn't care about! 

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Just on the notion of servers I've been getting an extreme amount of packet loss recently that is rather new, has anyone else been getting a larger amount of packet drops

 

I'm in Sydney

US: usually around the 200ping mark

SA: 100-150 roughly

Connection type: Cable 3.0

Provider: Telstra

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I request WT team to add Asian servers. Players from Asia region are suffering from high ping and latency! Most of the time I get 300+ ping in game. The lowest ping I ever got is 88 which once in a moon(really small moon)!
I requested many times for Asian servers, but seems gaijin doesn't care about!

There is an Asian server. You can only get a non-AI match once in a blue moon; and queue times often stretch over 5 minutes; even for 1 or 2 players per match.
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  • 1 month later...

I get a lot of packet loss spikes when playing WT that I dont get playing other online games over the same connection and machine , when testing the hops from me to WT one router showed 60% packet loss and the last 3 showed 1.7  , can anybody suggest who or where I need to go to try and get this fixed  ,  I dont know the full implications of these tests but I know WT can be unplayable because of packet loss .

 

Here is the test result from last night when the game was unplayable for me , from me to the WT server .

 

http://www.dslreports.com/pingtest/922c69676a93/3370614?r=995

 

And here is a report on the worst router .

 

Router Watch

Router if-3-2.tcore2.LVW-Los-Angeles.as6453.net was noticed as 'lossy' by tests:


By sweeping the 2992 individual ping tests done over the last 21 days (not including today), we can display internet routers that were discovered to show loss when pinged with large ICMP packets.

The DNS domain and the actual DNS name of the router is shown. Frequently, the name reveals the location of the router. Blank cells indicate days where no tests were done that passed through that router. Green cells indicate no problems. Yellow to red cells indicates a percentage packet loss of that router for tests done on that day.

 

Here is another test today and the Packet loss is worse how are you supposed to play with this amount of Packet loss and its ALL on the USA side .

 

http://www.dslreports.com/pingtest/5882cb337689/3370683?r=631

Edited by VaperTrail
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  • 2 weeks later...

Ping rate = RU server = 300 is

 

                  EU server = 300 wish

 

                  US Server = 40 (is this the lowest? never gone under 40)

                  SA server = 300ish

 

Connection type = cable?

 

Internet provider = COMCAST

 

Location: South East New Mexico, USA.

 

War Thunder server used = US?

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Location              -                 Police State of Queenslandia of the Communist Authoritarian States of Australia

 

PING                  -                  averages about 370

 

Internet ripoff Provider   -     TPG

Type                   -                 ADSL2 speed glue

 

(I thought this thread was sposed to be "a guide". .....I don't see no guiding!)

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Location = Seattle, Washington, USA

Ping rate = US server = 60+

                  EU server = 160+

 

Connection type = Broadband Cable
 
Internet provider = Comacast (58 Mbps down / 6 Mbps up)

War Thunder server used = US and EU

Edited by Mustangace
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BiH(Sarajevo)Adsl

Eu 65 ping 

Ru 85(90) ping

Usa 172 ping

Sa over 200 even so playable.

Good idea for this but does somene know where is entry point?

I try fix friend conection she is in Kairo in Egypt.

She play ok in Eu for 15 days in start of month.After that she cant play nowhere.

seems they switch some entry point or whatever u do with updates for servers.So all get messed up after 15 days.Now she cant play and i lose 5 10 ping everywhere.So wtf u do and where entry point goes ?What city means by Eu what city goes for Sa or Usa?

Rather tell as that pls and be helpfuil!

 

-text removed-

 

Edited by Gelesztaa
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  • 3 weeks later...
  • 3 weeks later...

Location = Jakarta, Indonesia

Ping rate = 220 ms (US server)

                  30 ms (SA server)

                  380 ms (RU / EU server)

Connection type = Fibre Optics

Internet provider = Telkom Speedy

War Thunder server used = SA / US

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  • 1 month later...
  • 4 weeks later...

Location = Austin TX USA

 

Ping = 47 US server

           130 = EU server

           350-360 RU server

 

Connection = Ethernet cable (Fiber Optic) 

ISP = Google Fiber

Speed = 300 mb/s - 1 gb/s (The speed goes up or down currently due to current infrastructure) 

 

Servers used= US EU RU

 

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  • 2 weeks later...

Location = Rio de Janeiro - Brazil

 

ping = ~ 180ms US server

others server > 280ns

Connection = ADSL

ISP = Oi/Velox

 

server used ,only US server :(

 

.

 

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Houston, Tx

 

Server ping:

US = 24-50

EU = 150-170 

SA = 160-190 

RU = 250+ 

 

Servers used: US, EU

Internet type: fiber optics

ISP: Comcast

Speed: 150Mbs down/ 13Mbs up

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  • 3 weeks later...
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