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On Unreal Tournament Pings

Epic's Brandon Reinhart updated his .plan yet again with more on the Unreal Tournament demo, including word that he's integrated the ngStats fix (so there's no need to download it manually), and an explanation of the new ping method. Here's an excerpt:

Sorry the demo wasn't out yesterday. 3dfx worked all night on getting their infrastructure ready to handle the demand. They are targeting demo release for Friday morning.

While they were working that out, Tim and I updated the demo archive. I put the ngStats fix in there so it is not necessary to download it. That's one good thing.

Based on feedback from testers, I've reevaluated my method of calculating ping in UT. After ECTS I decided to convince Tim we should subtract frametime from the ping calculation. This would result in the ping being a direct reflection of network performance (or close enough).

In retrospect this was a flawed decision for various reasons. I have changed the ping calculation to better reflect gameplay. This means that you might see a ping higher than you would expect when you join a server. I feel that this is better than seeing a lower ping than you would expect. I would rather you say "I'm getting a good game here, although my ping seems high" than "If my ping is this low, I should be getting better gameplay."

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