> ideally you would just set up servers closer to players.
That doesn't really solve the problem though. In my last apartment a ping to my router on WiFi was 15ms, and it had some nonsense hardware that caused spikes of 100ms+ every now and again [0]. Someone else in your household watching Netflix can cause buffer bloat, and in a multiplayer game you have both players connections (or 10 or 100 players depending on the game). Even at 10ms latency to the server, you have a worst case network latency of 50ms if the server runs at 30hz (plus network buffering plus client frame rates plus buffering plus render buffering...)
You also need the population to support having servers everywhere, and choose to put servers in places, _and_ you very quickly hit diminishing returns. Sure you could locate in 3 cities in the UK to absolutely minimize latency, but the advantage of doing so is complete elimi6 if one player is on WiFi, so the servers for all of Europe might as well be in Amsterdam or Dublin.
That doesn't really solve the problem though. In my last apartment a ping to my router on WiFi was 15ms, and it had some nonsense hardware that caused spikes of 100ms+ every now and again [0]. Someone else in your household watching Netflix can cause buffer bloat, and in a multiplayer game you have both players connections (or 10 or 100 players depending on the game). Even at 10ms latency to the server, you have a worst case network latency of 50ms if the server runs at 30hz (plus network buffering plus client frame rates plus buffering plus render buffering...)
You also need the population to support having servers everywhere, and choose to put servers in places, _and_ you very quickly hit diminishing returns. Sure you could locate in 3 cities in the UK to absolutely minimize latency, but the advantage of doing so is complete elimi6 if one player is on WiFi, so the servers for all of Europe might as well be in Amsterdam or Dublin.
Completely agree otherwise!
[0] https://www.ispreview.co.uk/index.php/2018/08/intel-coughs-t...