Charlight
Meme Spy
- Joined
- Jul 29, 2015
- Messages
- 99
(shameless spinoff off @Citrus 's thread)
Since Calamari Cup 2, TO's have been trying to figure out how to handle lag in tournaments. The problem was present before but got more attention with how in CC2 there were a few teams with severe lag issues, making the game more or less unplayable.
First, a little bit of theory. So we don't run into any misconceptions about latency and lag, the gist of it is this:
Latency (or ping) is the time it takes for your Wii U sending a packet of information to another Wii U. (one-way delay time. There's also round-trip delay time, but I'm just trying to explain the concept of it).
Lag is a large, noticeable delay between you sending a packet of information and the other Wii U receiving it. This can be caused either by a high ping or anything else the data bumps into along the way (e.g. data loss/corruption, wifi interference, heck, even a ****ty ethernet cable).
Even though you might have good ping and no packet loss on an internet connection test you do on your computer, your Wii U's internet connection might still be affected.
I'm sorry for using you as an example @Ryanator , but this is one of the craziest things I've ever seen lag do:
While the Wii U doesn't support Java or Flash, it's possible to do an HTML5 connection test in your Wii U internet browser. Using www.ping.eu/ping, connecting to www.nintendo.co.uk I get the following results:
While I'm not sure how reliable these results are, I'd really appreciate it if somebody a little bit more tech savvy could elaborate on whether or not an internet connection like this could be used as proof of lag.
It's obvious we need some sort of lag rule, but how? As some teams don't own a capture card, it'd be unfair to demand footage of the other team lagging. Even so, if they did, it would take too long for a team to upload the footage and the TO to review it in an actual tournament.
What do you guys think?
Since Calamari Cup 2, TO's have been trying to figure out how to handle lag in tournaments. The problem was present before but got more attention with how in CC2 there were a few teams with severe lag issues, making the game more or less unplayable.
First, a little bit of theory. So we don't run into any misconceptions about latency and lag, the gist of it is this:
Latency (or ping) is the time it takes for your Wii U sending a packet of information to another Wii U. (one-way delay time. There's also round-trip delay time, but I'm just trying to explain the concept of it).
Lag is a large, noticeable delay between you sending a packet of information and the other Wii U receiving it. This can be caused either by a high ping or anything else the data bumps into along the way (e.g. data loss/corruption, wifi interference, heck, even a ****ty ethernet cable).
Even though you might have good ping and no packet loss on an internet connection test you do on your computer, your Wii U's internet connection might still be affected.
I'm sorry for using you as an example @Ryanator , but this is one of the craziest things I've ever seen lag do:
While the Wii U doesn't support Java or Flash, it's possible to do an HTML5 connection test in your Wii U internet browser. Using www.ping.eu/ping, connecting to www.nintendo.co.uk I get the following results:

While I'm not sure how reliable these results are, I'd really appreciate it if somebody a little bit more tech savvy could elaborate on whether or not an internet connection like this could be used as proof of lag.
It's obvious we need some sort of lag rule, but how? As some teams don't own a capture card, it'd be unfair to demand footage of the other team lagging. Even so, if they did, it would take too long for a team to upload the footage and the TO to review it in an actual tournament.
What do you guys think?