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also you can just artificially add a delay to your packets using Clumsy for example and if you had 0 packet loss before you'll have high ping without packet loss
You'll have 0 packet loss maybe at the end of a game with <20 players left, but you're not going to have 90-100 international players on the same map with 0 packet loss. That's the "in practice" part of my statement.
I said that I, in particular, just me, have 0 packet loss
also yes I do know what packet is
also do you know that players on the server are NOT connected to each other? :D
they are all connected to the server, they don't have connections to each other.
meaning that each player in PUBG does not connect to 99 other players, each player only has 1 connection and that's to the server.
you are confusing peer-to-peer model with the client-server model. if you want I can find a few good articles for you to read
2. I know you didn't say that - I am capable of reading. What I did was say that even if you all lived in the same city it would get at least SOME packet loss. There's a very good reason why games get smoother the more people die.
the server is the link between all 90-100 players BUT it only sends you information about players within a 1 in-game kilometer radius (roughly) so that there's much less strain on your network connection.
the reason why games get smoother the more people die is the fact that the server can run at a better tick rate with less players, since the hardware is just too weak (and the server software is just not optimized enough) to serve 100 players at once at a stable maximum tick rate.
tick rate doesn't have anything in common with packet loss. one is a performance problem (ticks per second is much like frames per second, FPS), another is a network problem.
here's a pretty old tick rate analysis over time played in one match, I'm sure that it's gotten much better since then but it'll give you a general idea of what is happening:
https://www.reddit.com/r/PUBATTLEGROUNDS/comments/7g4s4g/graph_and_analysis_of_a_live_servers_tickrate/
You’re not reading.