<table cellspacing="0" cellpadding="0" border="0"><tr><td valign="top">Geostationary satellite link, 550ms rtt delay before adding in rest of path. You'd be surprised how many online games don't work<br/><br/>Deathmatches? Ha.</td></tr></table>            <div id="_origMsg_">
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                                <span style="font-weight:bold">From:</span>
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                            Robert Hudson <hudrob@gmail.com>;                            <br>
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                                <span style="font-weight:bold">To:</span>
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                            grenville armitage <garmitage@swin.edu.au>;                                                     <br>
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                                <span style="font-weight:bold">Cc:</span>
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                            ausnog@lists.ausnog.net <ausnog@lists.ausnog.net>;                                                                             <br>
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                                <span style="font-weight:bold">Subject:</span>
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                            Re: [AusNOG] Latency sensisitive apps                            <br>
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                                <span style="font-weight:bold">Sent:</span>
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                            Sat, Aug 31, 2013 1:59:40 AM                            <br>
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                                        <td valign="top"><div dir="ltr">On 31 August 2013 11:51, grenville armitage <span dir="ltr"><<a rel="nofollow" ymailto="mailto:garmitage@swin.edu.au" target="_blank" href="javascript:return">garmitage@swin.edu.au</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote">
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Online games?</blockquote><div><br></div><div>You'd be surprised just how much latency online games can cope with.  The "net code" in many of them is very good at not only dealing with latency, but also dropped/out of order packets.</div>
<div><br></div><div>I play a game where I regularly have ping times of 200ms or higher - compared to people who have sub 50ms pings - and I don't think I actually suffer THAT much for it (instead, my poor record is due to the fact that I just suck).</div>
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