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anwoke8204

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I have heard/and by my own research that using wireless for clients is not a good idea due to lag.  My question was if we were running wireless AC on a Ubiquiti AC access point (that way we could get up to 880 meg or so), would that work well enough or is it still best to stick to wired.
LawsonThompson

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IMHO "it depends". If all the clients are in the same room as a 5Ghz access point, and they're all using only 5Ghz WiFi, you'll likely have good results. 

You control your WiFi network, and you control the network update speed from the Artemis server settings (higher = more delay = theoretically more stable).

What you don't control is the environment around you--the other dozen WiFi networks in your neighborhood stomping on channels, etc.

Here's what I'd do:
  • If your access point is in the same room, set the access point to only use 5Ghz.
  • Set the access point in line-of-site to the client machines when possible.
  • If possible run a wifi survey to determine the least-noisy channel, rather than letting the AP do everything "automatically".
  • Connect the Artemis server machine to the network via Ethernet.
  • Set the Artemis server packet update speed to 100 or higher.

From each client, open a command prompt and run a continual ping to the server. For example, if the server is at 192.168.1.5, type:


ping -l 1400 -t 192.168.1.5


This sends 1400-byte packets to the server. You should see time very low, preferably less than 10ms. 

Then run a game with server and clients all running. Keep an eye on the ping time. It should stay very low during the game test, and you should not see any lost packets.

After the test, press Ctrl-C at the client command prompt to see final results of the ping test. You'll see something like this:


Ping statistics for 10.28.55.1:
    Packets: Sent = 265, Received = 265, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 1ms, Maximum = 16ms, Average = 2ms


Ideally, the Lost count should be zero, or at least < 1%.

If the game wasn't stable, OR if any client lost connection, OR if any client has 1% or higher lost packets, you have some adjustments to test. Set the Artemis server network update speed to 2 x the sum of the Maximum ping for all clients and run the test again, reducing the packet update speed a little at a time on subsequent tests. I would fully expect the game to have trouble as you approach a packet update speed less than the sum of the Average ping. 

So for the example ping above, assuming 8 clients total, the target packet update rate is at least 8 x 16 = 128ms; doubling that gives a 256ms ping, so set the server to 260ms and try again.

NOTE: due to the nature of WiFi networks, it's not sufficient to test just one client machine running multiple copies of Artemis; you'll literally want all clients WiFi radios to be active on the network throwing data around for best test results. The access point gets all the clients "in sync" so they can share the WiFi channels efficiently: if you don't have all the clients up and running it's not a "real-world" test.

Good luck! WiFi is 50% technology and 50% Dark Magic sometimes...


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Mike Substelny

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Reply with quote  #3 
Quote:
Originally Posted by anwoke8204
I have heard/and by my own research that using wireless for clients is not a good idea due to lag.  My question was if we were running wireless AC on a Ubiquiti AC access point (that way we could get up to 880 meg or so), would that work well enough or is it still best to stick to wired.


Actually our experience is that wireless is fine for the clients, as long as the server has a wired connection to the same network. Thom would be the first to tell you that the Artemis 2.x.x server code has a very inefficient network layer and even the fastest wifi connection can give you a laggy server. But the consoles don't need much bandwidth so if you have a decent wireless network with not too much traffic they should work.

This might not hold for the Fighter console. It's probably a good idea to give your fighters a wired connection.

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