The location of another player is not defining that players lag or lack thereof, but what does is his ping and packetloss.
That is why i find the geoip filter thing useless.
Filtering on ping, very strict filtering on packetloss, and the possibility to whitelist your laggy friends would be 10 times more usefull.
Geoip is a gimmick.
Geoip will work but only when P2P is host based, and when others are not trying to gatecrash via a vpn service.
Location and ping are directly related.
There are two normal factors that significantly influence the latency of a consumer device (like a cable modem, dsl modem or dial-up modem).
- The latency of the connecting device. For a cable modem, this can normally be between 5 and 40 ms. For a DSL modem this is normally 10 to 70ms. For a cellular link, this can be from 200 to 600 ms. For a T1, this is normally 0 to 10 ms.
- The distance the data is traveling. Data travels at (very roughly) 120,000 miles (or 192,000 kilometers) per second, or 120 miles (192 km) per ms (millisecond) over a network connection. With traceroute, we have to send the data there and back again, so roughly 1 ms of latency is added for every 60 miles (96km, although with the level of accuracy we're using here, we should say '100km') of distance between you and the target.
Connecting to a web site across 1500 miles (2400 km) of distance is going to add at least 25 ms to the latency. Normally, it's more like 75 after the data zig-zags around a bit and goes through numerous routers.
Packet loss is generally line quality, which will be internal or upto the local cabinet.
Matchmaking in Destiny is like flying your spacecraft to their servers, where they assess your connection, match your skill and then try to geoip you themselves. Traffic at the start of the process is low, resulting in bad matchmaking in that sector. Then when the game starts and traffic increases, opponents connections are pot luck. Before I switched to an R1 I ran several different "custom" router firmwares. DD-WRT graphs spring to mind where connections would increase to 5mb bandwidth shortly before you see which map you are on. They would generally then settle at 1mb, with respawn jumping bandwidth back upto 1.5mb. This in my opinion is one of the main reasons why connections can be so varied after the matchmaking phase.
From the bits I read on here, packet loss for an R1 user will improve again in the next OS. Which again will be a slight improvement, I just don't see how a mesh can work well for this type of application (Destiny PVP), when there are so many variables.
The salt is in Bungie's own words for D2, they are trying to balance good and bad connections. The reasoning behind this is fair enough, some can not get high speeds, never mind line quality. In the UK, openreach and VM are pressing forwards with upgrades and expansion. We, as one of two companies supplying them both are manufacturing just under 1000 street cabinets per month alone. The cost of a BT twin door cab is around £30k on the street. They are throwing money at it. None of this is relevant when it appears to be red bar galore in the crucible. Until people want a fair fight, the biggest problem will remain as artificially manufacturing poor connections, unknowingly or purposely, in the homes of players.
Needless to say, as I already have, with increased population for at least 9 months and hopefully for at least 18 months, everyone should see less lag in D2 and the probability of an R1 assisting your game, is high.
The best pm you can send a lagger then, a web link to a pair of ethernet homeplugs???