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Rapporter et problem med oversettelse
On Planetside 2 I used to get killed by people who weren't even facing me before, or I'd get the sound effect of a single bullet before death, but last time I played it not only did that not happen at all even though I was in the thick of a TR and NC stand-off inside an NC base, something that normally has my TR medic dieing every 10 seconds from shotgun blasts and infiltrators, but I actually lived long enough to blow my entire medics ammo supply, pistol included.
For Warframe I was constantly missing headshots on enemies I was clearly aiming at, and I'd have bullets flying at me from enemies that weren't even standing on the spot the hit marker said they were on, now I don't miss any shots, and the bullets come directly from the guns of the enemies holding them, instead of a few feet away 'cos my client hadn't moved the models to match the server data.
Final Fantasy XIV I've been living with a 1 second delay for nearly 2 years now where what I'd see on the screen happened 1 second ago by the server, so avoiding fast AoEs, casting spells and skills, heck, even mining had an obvious delay between when I pressed a key and when the game did what I'd just told it to do... and no it wasn't input lag. Since using this, that 1 second delay has all gone, I mine faster, I cast mudras faster and smoother, I can add buff skills and things not on the GCD smoothly between attack skills without missing a beat, and AoEs aren't a problem any more.
But that's just my experience, I'm not here to say "yeah this thing works amazingly everyone should use it". I don't pretend to understand this or know how any of it works, but for me at least, it does seem to make a difference.
If I were to try and figure it out though (since I like trying to figure out how things work), I'd say what it probably does is take the information for your MMO and instead of letting that data go to your ISPs busy server then off to another ISPs busy server somewhere else and then to the MMO server, all of which are crammed full of hundreds, thousands or even millions of people's data coming and going every millisecond, it instead sends the data to WTFast's server close to you, then to another WTFast server near the game's server, and then straight to that game's server, so instead of being mixed in with hundreds of gigabytes of everyone elses internet information which slows the entire process down, it only gets mixed in with a few hundred at best, and only in small amounts since MMOs don't use that much bandwidth, so you have only small kilobytes of data bouncing around for the servers to handle instead of millions of megabytes, so the data travels faster, which reduces lag.
That's just how I imagine it works anyways, I'm probably wrong, but if that is how it works then it makes sense that it does work, right?
So if a Network Profi here say it is impossible and it add Lag, than I must say: we have a german term for such one like you "Fachidiot", should be "blinkered specialist" in english. I hope you know what this mean.
I havent had an internet problem getting close to going on 8 years now. This isn't a remedy, It's scam ware. If people are having speed issues they should work more to get better internet or something along those lines. Not support the farce that is your software. And a monthly charge to properly use it. So a licensing fee. What are you an ISP?
I'd rather give more money to the isp I am already with then give you money for shovel ware. Just saying.
http://results.speedtest.comcast.net/result/846879404.png
Using a proxy server can reduce your ping, BUT ONLY in certain cases and it CANNOT improve connections for everyone.
And Yes, it is possable to dictate what path (to some extent) your data takes to a certain extent. IE: A server could have several backbones from several providers and could pick the correct backbone to direct your trafic over to help reduce lag.
For example;
You have AT&T for as your internet provider (Point A) and as the provider for the server (Point B).
There is some distance between point A and B and the lines and connection is ♥♥♥♥ because AT&T routes data over it's ♥♥♥♥ lines to save bandwith and money.
What it looks like WTFast is doing is taking your data and useing another ISP (Verison for example) it will bypass the majority of the crap AT&T network.
And in doing so it will vastly improving the connection to the server.
For those that know what a tracert is: Go take a look at WinMTR http://download.cnet.com/WinMTR-Portable/3000-2085_4-75373199.html
It is an improved vershion of trace route.
From my understanding just from this thread, WTFast has a network of servers designed to help intellegently route data, kind of like how a phone center would connect calls end-to-end.
Hence, this isn't a matter of flipping the TCP/IP protocol, but rather flipping the connection design you're using from the open model of the internet to the centralized model of phone lines.
Oooor I could just be misinterpreting everything said.
The claims what this "developer" are saying, are just completely false, and are using false advertisement to sell a product.
You cannot... literally cannot improve your connection to any server by adding in further hops. It's silly to even think so.
Put it in lamens terms. You want to get from Point A to Point B. Instead of travelling directly there, you have to get to Point C, before reaching Point B.
Obviously, it's slightly more complicated in networking, but adding another hop, regardless of how it routes the connection, is still... adding another hop.
Plus, software like this puts your account at risk. By routing through another connection, there are very high chances that your accounts may get banned from a game you play.
World of Warcraft has such protection in place, and if you use this software, then you may see your accounts get banned. Blizzard will demand you send them your personal information as proof of identity before releasing the hold on your account.
There are also chances for VAC bans too. Since the way VAC works is very hush hush, we simply do not know how they detect these sort of things - so as a word of warning, do not use this product, not without Valve or any other publisher/ developer saying that it is OK to use it.
The only way to increase ISP Speed is to call them and talk about it ( because they want to keep you as a customer ) If you complain you just might get a deal for faster service.
If you have an old Router ( get a updated new one )
Increase Download speed from ISP and have a tech check your setup for packet loss.
If you are on a windows os you can also change the bandwith speed.
This is the only way I know an internet speed can increase.
I can understand that, but it sounds like using this for gaming is not good. using it for internet net use is another story.
My level is 20. It says it on my page.
Now, that's what I call WTF, someone please ban this guy from steam.
Guess what, I'm on a 500mbps connection, doubt your ♥♥♥♥ can change my internet speeds on fiber.
From our perspective you are indeed level 0 and your account is private.
Maybe setting it privade also hides your level?
(you can try by visiting your steam page using a browser without logging in)
You could not be more wrong.....
You have 2 paths:
1. Point A to Point B
2. Point A to Point C to Point B.
If the maximum speed of path 1 is 1 mph and the maximum speed of path 2 is over 9000 mph , then path 2 would end up always being faster.
It is just basic math. But I guess as an internet troll, basic math and reasoning skills are beond your ability.
WRONG. It does not work that way. Each point has its own speed limit. While point C may have a speed limit of "over 9000 miles per hour" Point A and Point B still have a maximum speed of 2.
If point A limits connection speed to 1Kb/s, Point B limits you to 2Kb/s., and Point C has a limit of 500Mb/s your total speed will still cap out at 1Kb/s. You cannot go faster than the slowest connection on your network. It's like the speed of light, it just isn't possible.