Reply 60 of 64, by aries-mu
MattRocks wrote on Today, 12:40:aries-mu wrote on Today, 09:52:NeoG_ wrote on 2026-02-01, 12:54:Completely untrue, the issue with lower bandwidths was serialization delay causing a significant increase in RTT, couple that with games of the time not having delay compensation means higher bandwidth connections had a hugely positive impact on gameplay quality.
😳 don't know what you're talking about but sounds interesting!
I believe NeoG_ is referring to the round-trip or how long it takes packets to go from client to server, then from server to client. It's what ping tests on the command line, and what we see when browsing for servers inside games. For me that used to look something like:
Server JP >500
Server USA ~250
Server EU <100If I saw <50 that would be great. But, I think where NeoG_ and I diverged is in our personal experiences of RTT. When I played on 56K dial-up, the servers were almost always hosted by ISPs close to the backbone, often installed by the employees of ISPs who also played those games. Those connections would be very different to the connections through Steam subscriptions. My regional UK ISP 56K dial-up was basically unusable on Steam so I have no good memories of the service.
Gotcha, thanks for your explanation!
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