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m (Reverted edits by Fast King Dedede (talk) to last version by KoRoBeNiKi.)
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'''frame delay''' ais duh tiem difference between an input being given n da result being executed n an online gaem ef smash bors. n ohtr words, et's how lnog et taeks fer an attack 2 accualy begin aftr da button hav been pressed.
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'''Frame delay''' is the time difference between an input being given and the result being executed in an online game of Smash Bros. In other words, it's how long it takes for an attack to actually begin after the button has been pressed.
   
frame delay is often confused wit [[lag]], tho et ais n fact closely connected wit et. *every frame (60 tiems ai second), duh player's system mus sen wot their input currently is, soh tht teh ohtr systems caen now wat t dew. *to attempt too compensate four lag, duh input eis not acted upon fur ai few frames; dis ais da frame delay. *after da nmber ef frames dat duh frame delay specifies, duh input ais acted on. if at least one system hav not received teh input yet, teh gaym mus waet til et gits da input, soh et lags.
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Frame delay is often confused with [[lag]], though it is in fact closely connected with it.
  +
*Every frame (60 times a second), the player's system must send what their input currently is, so that the other systems can know what to do.
  +
*To attempt to compensate for lag, the input is not acted upon for a few frames; this is the frame delay.
  +
*After the number of frames that the frame delay specifies, the input is acted on. If at least one system has not received the input yet, the game must wait until it gets the input, so it lags.
   
while et's possible t heiv no lag n ai match, frame delay wil always be present, even if by ai tiny amount. tis maks online matches muhc mor prediction-driven thans their offline counterparts.
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While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.
   
 
==Brawl wifi lag==
 
==Brawl wifi lag==
brawl wifi also shwos da extent ef frame delay. at teh side ef every person registered using flend codes, aftr completing at least one match nd quitting (not restarting), ai large dot wil shwo up, being colored. ppl has discovered dat tis dot refers t teh person's connection. duh color coding frm best (3 frames) 2 worst (more thans 15 frames) eis ais follows:
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Brawl wifi also shows the extent of frame delay. At the side of every person registered using friend codes, after completing at least one match and quitting (not restarting), a large dot will show up, being colored. People have discovered that this dot refers to the person's connection. The color coding from best (3 frames) to worst (more than 15 frames) is as follows:
 
*Dark Blue
 
*Dark Blue
 
*Light blue
 
*Light blue
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==Project 64k online lag==
 
==Project 64k online lag==
 
===Server play===
 
===Server play===
server frame delay is due tew da distance between ai person nd teh server. ther ar 6 different connection tieps which caen chanj ai person's delay. thees connections vary due too teh amount of packets.
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Server frame delay is due to the distance between a person and the server. There are 6 different connection types which can change a person's delay. These connections vary due to the amount of packets.
 
* LAN 60/s
 
* LAN 60/s
 
* Excellent 30/s
 
* Excellent 30/s
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* Low 12/s
 
* Low 12/s
 
* Bad 10/s
 
* Bad 10/s
At the start of going on a server, it automatically fucks your ass up to good but the fucking majority of the fucking people who fucking play smash 64 often are using excellent or LAN fucking connections. These different fucking connections cause different fucking strains on your fucking computer. These fucking connections in other words are fucking better for the higher group of fucking packet numbers but it fucking takes a larger strain on your fucking computer to run. A fucking connection below 30 my ass ping on an excellent connection for example has 3 frames of delay while a connection below 30 on LAN has 1 or 2 frames of delay (1 below 15) while the same fucking connection on good has 5 fucking frames of fucking delay. The fucking majority of niggars who are fucking used to fucking online can reasonably fucking play on any fucking connection that is fucking better than 6 fucking frames of porn. Excellent is the most fucking common connection since LAN causes fucking rape]]
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At the start of going on a server, it automatically sets the lag to good but the majority of people who play smash 64 often are using excellent or LAN connections. These different connections cause different strains on your computer. These connections in other words are better for the higher packet numbers but it takes a larger strain on your computer to run. A connection below 30 ping on an excellent connection for example has 3 frames of delay while a connection below 30 on LAN has 1 or 2 frames of delay (1 below 15) while the same connection on good has 5 frames of delay. The majority of people who are used to online smash can reasonably play on any connection that is better than 6 frames of delay. Excellent is the most common connection since LAN causes problems with some players online.
  +
  +
===Player to Player (p2p)===
  +
Player to player, which connects one person's connection entirely to another person's connection reduces the amount of delay between players. This is very common to be used between 2 people on opposite coasts, or between a US and a European smasher.
  +
{{UnofficialName}}
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[[Category:Terms]]
  +
[[Category:Unofficial lingo]]
 
[[Category:Game Physics]]
 
[[Category:Game Physics]]
 
[[Category:Wi-Fi]]
 
[[Category:Wi-Fi]]

Revision as of 16:55, December 27, 2012

Frame delay is the time difference between an input being given and the result being executed in an online game of Smash Bros. In other words, it's how long it takes for an attack to actually begin after the button has been pressed.

Frame delay is often confused with lag, though it is in fact closely connected with it.

  • Every frame (60 times a second), the player's system must send what their input currently is, so that the other systems can know what to do.
  • To attempt to compensate for lag, the input is not acted upon for a few frames; this is the frame delay.
  • After the number of frames that the frame delay specifies, the input is acted on. If at least one system has not received the input yet, the game must wait until it gets the input, so it lags.

While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.

Brawl wifi lag

Brawl wifi also shows the extent of frame delay. At the side of every person registered using friend codes, after completing at least one match and quitting (not restarting), a large dot will show up, being colored. People have discovered that this dot refers to the person's connection. The color coding from best (3 frames) to worst (more than 15 frames) is as follows:

  • Dark Blue
  • Light blue
  • Green
  • Yellow
  • Orange
  • Light Red
  • Dark Red

Project 64k online lag

Server play

Server frame delay is due to the distance between a person and the server. There are 6 different connection types which can change a person's delay. These connections vary due to the amount of packets.

  • LAN 60/s
  • Excellent 30/s
  • Good 20/s
  • Average 15/s
  • Low 12/s
  • Bad 10/s

At the start of going on a server, it automatically sets the lag to good but the majority of people who play smash 64 often are using excellent or LAN connections. These different connections cause different strains on your computer. These connections in other words are better for the higher packet numbers but it takes a larger strain on your computer to run. A connection below 30 ping on an excellent connection for example has 3 frames of delay while a connection below 30 on LAN has 1 or 2 frames of delay (1 below 15) while the same connection on good has 5 frames of delay. The majority of people who are used to online smash can reasonably play on any connection that is better than 6 frames of delay. Excellent is the most common connection since LAN causes problems with some players online.

Player to Player (p2p)

Player to player, which connects one person's connection entirely to another person's connection reduces the amount of delay between players. This is very common to be used between 2 people on opposite coasts, or between a US and a European smasher.

Unofficial Lingo
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