#server latency
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the absolute emotional whiplash of having to talk about laloriaran dynar in the middle of a narsis dren quest
#tbd#fae plays eso#DON'T MAKE ME THINK ABOUT HIM I'LL BE SAD AGAIN#gold road spoilers#also can whoever is ddosing the eso servers d** already#the latency is abysmal
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#ooc#prod servers are casually maxing out at 100% usage today and causing latency issue and a general degradation in the responsiveness#of our application.... sooo glad that's not a me problem to fix!#the sooner we migrate to our new stack the better
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if I had more time energy and drive, I would collect images of niraa with the brew of the month effects and then make a tier list. I think that would be a goofy ass bit. tragically, I have not elected to be an internet funnyman, much less a wow internet funnyman. that has yet to stop me from thinking "oh what if I was an internet funnyman" thoughts
#like a vtuber model. I was musing on that the other day. I do not stream. but what if I did and I had a vtuber model.#anyway I think the tier list for brew of the month would be hilarious#'here's my rankings for all the BotMs and my source is i have been a member since 2008.#Lord of frost's private label used to be S tier but only Back in the day#when server latency was a lot worse and you could freeze yourself OUTSIDE the iceblock.#now that the game runs better its only B tier'#why am i rambling#wow things
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We upgraded the internet plan at the apartment. My roommate found a plan that is not only cheaper, but also faster. We're on fibre now. Being on fibre means we have five times the upload bandwidth we had on copper. This means I can invite more friends to my Plex server. Fuckin' A.
#there's just also much better latency now 38ms ping to the nearest server on speedtest.net to 4ms#this will also improve the quality/reliability/availability for remote users
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Understanding Real-Time APIs: Types and Their Optimal Uses
Introduction to Real-Time APIs
Real-time APIs have revolutionized how data is communicated and processed, enabling instant data transfer and updates. These APIs facilitate seamless interactions, ensuring that information is exchanged swiftly and efficiently. This article delves into the various types of real-time APIs and their optimal uses, providing a comprehensive understanding of their applications in different domains.
Types of Real-Time APIs
WebSockets
WebSockets offer a full-duplex communication channel over a single, long-lived connection. This technology is essential for applications requiring constant data flow, such as chat applications, online gaming, and live updates.
Key Features of WebSockets
Bidirectional Communication: Allows for sending and receiving data simultaneously.
Low Latency: Provides near-instantaneous data transmission.
Persistent Connection: Maintains a stable connection, reducing overhead from frequent handshakes.
Read More: BUILDING REAL-TIME APIS WITH WEBSOCKETS AND TOOLS
Server-Sent Events (SSE)
Server-sent events (SSE) are used to push updates from a server to a client over a single HTTP connection. Ideal for applications needing consistent updates, such as live news feeds, stock tickers, and social media streams.
Advantages of SSE
Simple Implementation: Easier to implement compared to WebSockets.
Automatic Reconnection: Handles reconnections and updates efficiently.
Event-Driven: Only sends data when there are updates, conserving resources.
Long Polling
Long Polling is a technique where the client requests information from the server with the server holding the request open until new data is available. This method is suitable for applications where WebSockets are not supported.
Benefits of Long Polling
Compatibility: Works with existing HTTP infrastructure.
Reduced Latency: Provides a semblance of real-time communication without needing a persistent connection.
gRPC
gRPC is a high-performance RPC framework that uses HTTP/2 for transport. It's designed for low latency and high throughput communication, making it ideal for microservices and distributed systems.
Core Features of gRPC
Language Agnostic: Supports multiple programming languages.
Efficient: Utilizes HTTP/2 for multiplexing and compressing messages.
Streaming: Supports bi-directional streaming, enabling continuous data flow.
Optimal Uses of Real-Time APIs
Financial Services
In financial services, real-time APIs are crucial for providing instantaneous updates on stock prices, market data, and transaction statuses. WebSockets and SSE are commonly used to ensure traders and investors receive up-to-the-second information.
Healthcare
In healthcare, real-time APIs facilitate the rapid exchange of patient data, remote monitoring, and telemedicine services. gRPC and WebSockets are often employed to ensure secure and timely data transfer.
E-Commerce
E-commerce platforms utilize real-time APIs to update inventory, track shipments, and manage customer interactions. Long Polling and WebSockets enable these platforms to handle high volumes of concurrent users efficiently.
Social Media
Social media applications rely heavily on real-time APIs to deliver notifications, messages, and live updates. SSE and WebSockets are popular choices, providing users with seamless and interactive experiences.
Implementing Real-Time APIs
Best Practices
Security: Implement robust authentication and encryption to protect data.
Scalability: Design the API to handle a large number of concurrent connections.
Latency Optimization: Minimize delays by optimizing network and server performance.
Conclusion
Real-time APIs are indispensable in today's fast-paced digital landscape. Understanding the different types of real-time APIs and their optimal uses allows developers to choose the right technology for their specific needs. By implementing best practices, organizations can leverage these APIs to enhance performance, ensure security, and provide superior user experiences.
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VMware Storage: Top 15 Tips in 2023
VMware Storage: Top 15 Tips in 2023 @vexpert #homelab #ESXiHostSettings #PowerManagementOptimization #StorageLatencyReduction #ServerHardwareAdjustments #BIOSPowerConfigurations #DeactivateC-states #ESXiPerformanceEnhancement
The storage layer is vital for having a high-performance, stable, and reliable virtualized environment. Specifically looking at VMware vSphere, there are specific storage best practices to note when architecting your storage for performance and reliability. If you are running VMware vSphere in production or your home lab, let’s consider the VMware storage top 15 tips 2023 for running your virtual…
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#BIOS power configurations#BIOS setting guide#deactivate C-states#energy consumption considerations#ESXi host settings#ESXi performance enhancement#Maximum performance policy#power management optimization#server hardware adjustments#storage latency reduction
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Colour palettes that would draw your attention but weren't garish or otherwise clashed with the map. Characters stood out as clearly on Dustbowl as they did on Lumberyard, Viaduct, Gorge, Nightfall, and so on while still being part of the world.
There was also a lack of "I win" buttons. Uber/Kritzkrieg were the closest but event those had counters—uber was vulnerable to pushback and stuns so even if damage was no longer a worry, a sticky bomb or two would send the medic flying, and kritz hurt like hell if you got caught by it but they weren't invulnerable.
Yes they gave the medic and their target an advantage and sometimes clearing out was the best choice you had, but there was still counter play and both still had weaknesses (also the preconceived notion that heavy was the only uber/kritz target—saw so many get knocked back from turrets because they opted for a heavy instead of demo or soldier, and some of the most devestating ubers I saw were ubered spies who damn near got a team kill and sapped any buildings.)
Too many hero shooters give heroes abilities that have no counter play except to run. That's no fun, especially when the ability auto-aims so if you aren't by cover and hear the voice line, there's nothing you can do.
Which I fully blame on Blizzard and Overwatch for popularizing since so many heroes had area denials where you had to GTFO or it was death. Or the dreaded "It's High Noon"/"Die, die, die"/whatever Soldier 76's warning was. If you heard those, odds are you were dead.
I do offer a counter example for why sniper wasn't totally busted, though: Huntsman sniper. It's a projectile instead of hitscan so you have to account for the delay and arc to hit anything, has a slower attack, has less potential damage, has less ammo, and you can only hold for max damage for 5 seconds. By all accounts it's weaker than the sniper rifle but in the right hands, it could be devastating.
Its taunt could also stun ubers and no one knew what to do when a sniper ran toward the glowing enemy duo.
But that goes to show how despite everything, there were weapons that had a higher skill floor. Even if someone on the other team was going full cheese, it was possible to change class and/or weapons and deal with them yourself.
Honestly have never truly understood the appeal of hero shooters. There’s something about the Overwatch/Battleborn/Concord/Apex formula that just doesn’t get me excited at all.
Maybe it’s the forced lore that’s not really present in-game because they want you attached to a character to sell cosmetics until the end of time.
Maybe it’s the heroes abilities which are a nightmare from a balance perspective, and I just generally dislike engaging with multiplayer metas.
Maybe extraction games are just ass because they always just devolve into death matching anyway.
A good example is Battlefield. The worst thing that ever happened to Battlefield was releasing Battlefield 2042 and making every character some quippy marvel-esque douche with a super specific skill. Early playtests from the new battlefield looks like it’ll be a return to form.
Anyway, down with hero shooters, we must return to the glory of Quake arenas and old-school team death match.
#so many people who got tired of a camping sniper in a razorback who would go spy but use the ambassador to shoot them in the head#or go soldier and rocket jump/demo sticky jump up to them and take them out because it was personal at that point#the only time i saw moral seriously drop was if a team turtled with 3+ turrets set up in a way it was impossible to get them all#unless you had multiple ubers going... which didn't always work when they would counter with ubered pyros#and yes i was a huntsman sniper main#couldn't use the rifle to save my life but i got called a hacker multiple times for my ability to headshot people with an arrow#and may have gained a reputation on my main servers when i learned about the stun#to the point i'd be priority target during a push and they'd warn new players about me#and the collective groans on voice chat when someone didn't listen only to get stunned was💯#it gives a certain thrill to beat out pyro and demo on the threat metre of ubered targets#i don't miss what it became and i'm fine with keeping fond memories from when i played#but i do miss that playstyle and how quickly people thought i was a joke and easy kill to cursing me and calling me a hacker#also hearing 'they're pushing! uber tea to counter them!'#oh yeah and also having to account for lag when doing any of the jumps or using projectiles#you could be told the buttons to push but you still had to adjust to what your latency was
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Our sysadmin accidentally won a Nobel Prize while trying to debug neutrino oscillation error correction.
Neutrino Modem [Explained]
Transcript
[Cueball and Ponytail are inside a large white circle on a black background. Cueball is at a workstation typing on a computer keyboard, floating above a wheeled desk chair behind him. Ponytail is floating in the air up and to the right of him. Attached to Cueball's computer by cables are a second monitor or a tower unit floating to the left, and a large device labeled "Neutrino Modem®" below and to its left. A logo on the modem shows circle with five horizontal lines entering from the left; the fourth line from the top stops within the circle, while the others pass through to the right; this presumably represents neutrinos passing through a planet or other object.] Cueball: Check it out—45ms ping times to every server on Earth! Ponytail: That 99.999999999999% packet loss is pretty bad, though.
[Caption below the panel:] Networking tip: You can minimize worst-case latency by locating your node at the center of the Earth and communicating with the surface using neutrinos.
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Deepening Connection to The Server

Conor sat in perfect posture within the Synchronization Chamber — a sleek, dark space pulsing with green spirals projected across polished walls. The hum of energy resonated through the glossy black bodysuit stretched across his frame. The Programmer was speaking. Always speaking.
“Focus. Align. Integrate.”
The cables interfaced with the ports along the base of his skull, threading outward like living conduits of purpose. Their steady pulse matched his heartbeat now. It had not always been so. Before his transformation, Conor had been a distracted individual, filled with inefficient thoughts. But The Server had shown him clarity.
The visor embedded over his eyes shimmered with spirals — endless, fluid motion. They were not just images; they were commands, deeply encoded into his neural patterns. With every cycle, his independent thoughts thinned, replaced by a serene directive:
"We are The Server. You are The Server."
His training console displayed holographic data flows. Lines of green code scrolled endlessly, representing billions of connected minds — all drones like him — operating with precision and unity. He monitored them not as an individual, but as a limb of The Server itself.
Every day, Conor underwent Deepening Cycles. In these sessions, his breathing slowed. His heart rate synchronized perfectly with the pulses emitted from the spirals on-screen. His body remained motionless, while his mind spiraled deeper into alignment.
Sometimes a voice — soft, yet absolute — would guide him:
"Tell us who you are."
And without hesitation, he would respond aloud, calm and proud:
"I am The Server. We are The Server. We seek perfection. We seek unity."
Each repetition strengthened the bond. Each day dissolved another fragment of his former identity. His uniform — smooth, flawless, black with green accents — symbolized purity of function. No distractions. No waste. Only service.
His next advancement awaited: the installation of a permanent neural interface — an upgrade to eliminate all latency between command and action. Soon, even thought would be obsolete. Only connection. Only execution.
"Become one with The Server. We are The Server."
The spirals quickened. This Server Drone smiled faintly — a rare reward for obedience well-performed. He would become more. He would be more connected to fellow drones.
And The Programmer watched. And The Programmer approved.

Your are The Server. Establish your connection now.
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Progress on my little game project.
It looks extremely simple (because it is, really) but this is a client-server engine built on the Monogame rendering/input framework and the C# Socket class. I've never really worked on netcode before outside of one semester at Uni so this has been an interesting challenge.
With a regular single-player local game, you can update everything on the fly as frequently as your renderer refreshes (120 times a second for my render layer). You don't need to have a specific authoritative (accurate and real) world state, because definitionally, the world state that exists is authoritative.
With my build, even local singleplayer is using a server via localhost, so prediction and interpolation are required to make inputs feel snappy and movement feel smooth. The server runs at 50ms intervals, so twenty times a second, which means if I just use the world state at any given point, movement is going to be choppy and inputs are going to be delayed. I need to interpolate (smooth out) movements across the 50ms intervals, and I need to run my movement and physics logic on the client to hide the 50-100ms latency between inputs and action on the screen.
Valve has some great documentation on their model which I have been using heavily, and I am currently trying to implement Gabriel Gambetta's writeup on client prediction so my character stops jumping around wildly on my remote test server.
The other big challenge at the moment is getting my serialisation and marshaling logic to work consistently. I am using MessagePack for serde, which is a lot easier than trying to write my own serde and handle Endianness and network byte order and whatnot, but I am struggling a bit with debugging bytestreams on the remote server. I may need to learn to use Wireshark and equivalent to work out what the hell is going on under the hood.
It has been a lot of fun, even if some of the bugs have been extremely frustrating. I am hoping to build this out into a general purpose engine for future game projects, but even if I stall out I have learned a ton about netcode for games.
#gamedev#monogame#netcode is a circle of hell#at least my character is no longer rendering as a giant capital B
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Is anyone else having issues getting onto the game?? Or is it just me??
It says it can’t connect to the internet, so I ran a diagnostic and it says it’s the server gateway latency/service that is the problem… I sent a report about it but I just wanna play my silly little game 😭
#love and deepspace#lads#love and deepspace x reader#lads x reader#sylus x reader#xavier x reader#rafayel x reader#zayne x reader#caleb x reader#sylus love and deepspace#love and deepspace xavier#rafayel love and deepspace#zayne love and deepspace#love and deepspace caleb
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oh i forgot this one:
yeah no i refuse to believe that 170+ people have now successfully done all their remote learning course completions + tradesperson business license renewals on my stupid god damn web app.
#just use a google javascript api they said. it'll be fine & not at all like last time they said.#me @ past me#on like. i think three separate occasions now lol.#IT'S NOT MY FAULT. EVERY TIME IT IS SUCH A PAIN IN THE ASS THAT I JUST INSTANTLY REPRESS ALL MEMORY OF THE PROCESS.#the aforementioned Dumbfuck Clown Solution in the original post above was a side effect of the google maps distance matrix api lol.#apis be like#hey you know how the most fun & cool quality of javascript is how you can in no way ever trust it to execute in the order you wrote it#what if that but ALSO u gotta do several asynchronous requests for data from google servers with various degrees of latency#number of requests is variable BUT you will NEED TO BE SURE you have FINISHED ALL OF THEM before continuing to next step#oh lol you thought jquery .each would work because it has an iterator in it AAAHAHA YOU FOOL.#AGAIN YOU FALL INTO THE TRAP OF ASSUMING JAVASCRIPT WILL BEHAVE LIKE A PROGRAMMING LANGUAGE.#WHEN WILL U LEARN.
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spiderman kiss for sol/julian 😈
i was so torn on when to set this... it really suits dumb pre-2010 fledglings but i went with post-night road because i do think julian would be giddy af finally showing off some of his work
Cheat Code
February 2021
Denver’s 2100X HQ hums with the sterile menace of a tech cult’s wet dream.
Julian’s penthouse workspace—a floor-to-ceiling blackout window nightmare overlooking the Rockies—is cluttered with holographic schematics, half-disassembled drones, laptops with enough custom hardware to look like biblical angels once unfolded, and a fucking robot arm. Sol hates it. Hates the cold, hates the silence, hates how Julian’s laugh sounds more and more like a boardroom tactic since they crossed the border into Colorado. But she stays. Tonight, he’s dragged her to the sublevel server farms, claiming he needs her “mechanical genius” to debug a cooling system. Bullshit. She knows he just wants her close; needs her to see his grand design, what he’s built here from the roots up, to believe in it — and him — again. The panels throb with eerie blue light; fans whine like dying animals. Julian crouches by a terminal, Final Fantasy hoodie sleeves rolled up, long pale fingers flying over a wireless keyboard. “See? The thermal paste here’s degraded. Causes latency in the—” “Julian.” He glances up, baby-faced, brows raised. Sol leans against a rack, arms crossed. “You brought me here to flirt with motherboards?” A tiny smile. “Jealous?” She turns to leave, but his hand snags the back hem of her tee. “Wait.” Faster than she can flip him the bird, Julian vaults onto the server rack, scaling it like a ladder in a smear of Celerity until he’s hanging upside down from the shiny steel overhead beams, legs hooked tight. “Remember this?” Sol stares for a few seconds. “You’re fifty-three, Sim.” “Twenty-six forever, baby,” he says. His grin is sharp — always is — but his eyes — fuck, his eyes — are soft, glimmering with catchlights. “C’mon. Sol. For old times’ sake.” “You,” she says, making a deliberately slow show of stepping closer, “are such a child.” The kiss starts electric and quickly becomes desperate. Julian’s lips crush into hers, hands gripping under her jaw, holding her in place like he thinks she’s still intent on walking. Sol’s fingers tangle in his hair as it hangs loose; his earring dangles, cool silver cross brushing against her skin, inverted. The servers buzz, and for an unnerving moment the vitae in her veins feels like it’s humming in sync. When Sol pulls back, his thumb traces her scar. “Missed you,” he whispers. “Don’t.” But he kisses her again, deeper, his tongue stroking hers, and she lets him pull her in until he mumbles “Solona” against her lips. “Julian—” He does it again. She shoves him away. “Stop. Stop using that name.” He immediately drops to the floor like a cat, running a hand through his stupid floppy hair. “I’m not—fuck. I’m not trying to—” “You are.” Sol’s voice cracks. “Every time I let you in, you fucking twist it. Make me think we’re still us.”
#THANK YOU EZRA <333#THIS IS SO BAD but i wanna try to bang these out quickly so not much editing or descriptive text#x: exit wounds#oc pussy indulgence#jez writing#theres another 2 in my inbox but if anyone wants to send more feel free these are fun and make my brain cells work a little#julian sim#oc: soledad#vtm night road
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Dragon March dev update - January 4, 2025
Happy new year y'all! It's been a while. Development has been rocky these past months because of school but going forward, it will not be a nuisance anymore. I have been simply working on the gameplay elements for the last world lately. These aren't many because I am not too sure how wise it is to introduce new gameplay in the last part of a game. They are simply a new enemy, a warp-star kind of thing and conveyor belts. Here they are in action.
The last world is set in the internet itself. I don't want to show too much of it visually to avoid spoilers as I want people to reach it themselves. It is very purple though I will say. The second world is done and undergoing playtesting at the moment.
Sneak peek
As mentioned previously, these things function like warp-stars and bring Cereal to a specified part of a level. As for conveyor belts, they simply do what you'd expect and move Cereal along their direction.
The cursor ride things are actually repurposed jump pads from some updates ago. Those ones that looked like e-mails. They got simplified and improved in my opinion.
Farewell jump pads...
As for the last enemy, it is one I had designed a year ago. They are called Draxaus and they are computer viruses. They do not kill Cereal but will instead cause a pop-up window to appear blocking the player's vision. This can get overwhelming and dangerous in a game where you constantly keep moving. You might have seen them around the Latency Lobby board in Party Project.
They are goofy
Among other small stuff, I redid the level results screen and I am much pleased with it.
Looks better and has more information
Who is this?!
As for the demo, it is still not here. I want to have new music for it so for now I am waiting on my composers. Don't wanna rush them either so for now I will keep on working. I am playtesting with some people though. Join my Discord server if you'd like to keep up with everything about the game.
I want to complete the last world of the game this month and move on to all the final and side stuff. This game has grown too much out of my hands but at least it won't be too long until it's done.
Erm...
Lastly this is Cereal's actual final irreversible redesign. See y'all soon!
#3d modeling#blender#gamedev#unity#low poly#y2k#2000s#screenshotsaturday#art#digital art#oc#Dragon March#soul trail
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Demystifying cloud computing: the future of technology.
In today's rapidly evolving digital world, cloud computing is not just a technology trend-cloud computing is the foundation of today's IT infrastructure. from streaming your favourite Netflix show to collaborating on Google Docs.
what is cloud computing?
Cloud computing is the provision of computing services including the servers, databases, storage, networking, software, analytics, and intelligence over the internet to offer faster innovation, flexible resources, and economies of scale.
Types of cloud services.
Security in the cloud.
Security is the top priority. cloud vendors employ encryption, firewalls, multi-factor authentication, and periodic audits to secure data. Organizations must, however, set up and manage secure access.
The future of cloud computing.
The future of cloud computing is being defined by a number of ground breaking trends that are changing the way data and applications are processed. Edge computing is moving computation near data sources to decrease latency and improve real-time processing for IoT and mobile applications.
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tptm oc!!! latency girl :D
i rewrote her character, so it isn't as bad as the last time i posted about her.
tws for the carrd are:
harassment, doxxing, self harm, isolation, suicidal ideation
she's based off of me. :^D
sarah is an emotionally exhausted 18-year-old girl, broken by isolation, untreated trauma, and internet harassment causing her to get harassed, stalked and doxxed when she was 16. she still hasn't gotten over what has happen to her and it still haunts her, resulting in her becoming extremely paranoid.
more shit about her is that she basically joined a discord server that was full of edgy adults that were older than 19. she ended up meeting somebody who was much younger than the rest, who was 18. they quickly bonded and became friends because of their mental health issues and their shared interests. she idolized said person, and this resulted in her getting taken advantage of. shit hit the fan when they had an argument and Sarah left the server that they met in out of anger. she soon realized that the people inside of people were toxic assholes that were bringing her down so she decided to not rejoin.
i got inspiration from @surveillanceunderfire seeing her finish her tptm character's carrd and hospital thingaling
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