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So there we have it.
Length increase = noise increase = instability = Interleaving requirement = increased latency.
I am sure you will find an exception to the rule or die trying, but I'm happy with this explanation thank you. That equation gives a reason for increased latency on interleave versus fastpath, but doesn't explain your massive swings in latency which you are experiencing. These are more likely to be a line fault.
______________________________________________________________________________attack_the_post_not_the_poster__________________
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The swings in latency were caused by fast path when it was temporarily enabled.
That's why I said fast path wasn't really an option on my line.
That's the point you dismissed originally.
Knowing how it works is completely different to understanding how it works.
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That equation gives a reason for increased latency on interleave versus fastpath, but doesn't explain your massive swings in latency which you are experiencing. These are more likely to be a line fault. Line faults don't cause changes in latency.
Either the packet gets through and you get a latency determined by the route taken and any congestion on it, or it doesn't and you get a lost packet.
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The author of the above post is a thinkbroadband moderator but it does not constitute an official statement on behalf of thinkbroadband.
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The swings in latency were caused by fast path when it was temporarily enabled. So what do you call the "pausing" if not swings in latency?
______________________________________________________________________________attack_the_post_not_the_poster__________________
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So what do you call the "pausing" if not swings in latency? If there is a line fault, most likely packet loss requiring a re-send.
Absolutely nothing to do with latency.
Edited by billford (Fri 11-Mar-11 00:05:01)
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The author of the above post is a thinkbroadband moderator but it does not constitute an official statement on behalf of thinkbroadband.
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So what do you call the "pausing" if not swings in latency? If there is a line fault, most likely packet loss requiring a re-send.
Absolutely nothing to do with latency.
When you're in a game waiting for the next packet, and it has to be resent, you will experience an increase in latency.
______________________________________________________________________________attack_the_post_not_the_poster__________________
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When you're in a game waiting for the next packet, and it has to be resent, you will experience an increase in latency. Nope, it's a lost packet, nothing to do with latency.
Latency is defined as the time taken for a packet to make the round trip from the send point to the destination and back again. If it doesn't make it then it doesn't have a latency time- it's a lost packet.
One day you should learn to admit when you're wrong- it would do your soul good, save the rest of us a lot of irritation and, in time, possibly lead to your opinions being treated with some respect.
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The author of the above post is a thinkbroadband moderator but it does not constitute an official statement on behalf of thinkbroadband.
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When you're in a game waiting for the next packet, and it has to be resent, you will experience an increase in latency. Nope, it's a lost packet, nothing to do with latency.
Unfortunately, here we are talking about gaming and the fact is, the game pauses.
We are not talking about network latency.
______________________________________________________________________________attack_the_post_not_the_poster__________________
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The swings in latency were caused by fast path when it was temporarily enabled. So what do you call the "pausing" if not swings in latency?
As I went on to explain in the thread, The pausing was caused when BT swapped to fast path.
I had the line monitored remotely and a graph for upload and download produced. The consensus came down to packet loss and resending of data, understandable on a long line with fast path enabled.
Knowing how it works is completely different to understanding how it works.
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Unfortunately, here we are talking about gaming and the fact is, the game pauses. I'm not denying that, but it's a pause due to packet loss, not latency.
You could briefly lose PPP to your ISP, but it's not latency.
Someone could pull the plug out for a few seconds, but it's not latency.
It's packet loss.
You are demonstrating that mrnelster was perfectly correct- resorting to semantics. As usual when you're wrong.
Edited by billford (Fri 11-Mar-11 00:34:06)
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The author of the above post is a thinkbroadband moderator but it does not constitute an official statement on behalf of thinkbroadband.
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