How is it possible that in this ideal environment, improvements were so difficult to find? The reality is that bandwidth limitations outside the computer, and thus control of the Killer Network Manager, are almost always responsible for the bottlenecks in online gaming.įor example, ISP speeds are just a fraction of home network bandwidth or a server attached to a network with a single gigabit NIC (gigabit fiber is as fast as it gets for most, and your typical cable or DSL connection is far slower at 100 megabits or less). Where’s the performance? What’s really going on? Both Left for Dead 2 and CS:GO show no dramatic differences in server ping times or gaming experience beyond normal network variation. Gaming results in the real world shadowed the benchmarks closely. This predictably results in slower overall operation and produces some embarrassing results, especially in general use, with no measurable advantages gained in return. When run with the latest downloaded rules, network file copy operations are shunted to Wi-Fi in a fruitless quest to preserve network speed, even when no high-priority network tasks are in evidence. That exception wasn’t a flattering one either. Without rule adjustments, file copy operations get routed off to Wi-Fi where they languish at low speeds.
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