Fighting games with Wi-Fi instead of Ethernet? Sounds more like a dream. This genre is particularly demanding on stable low latency connections and current technology absolutely doesn’t offer it. Spreading across frequencies sounds like a latency vs reliability trade-off.
I feel like this is really dependent upon the game. Guilty Gear Strive for instance uses roll back net code and my personal experience playing it online over wifi is that it feels practically identical to playing locally. Here and there I might have minor issues if the person I’m playing against has horrible Ping but for the most part wifi is flawless.
That game does have pretty good netcode, but it cannot do everything. If the Wi-Fi connection drops packets there are bound to be problems even with low ping. Not every Wi-Fi setup is the same and it also depends on your surroundings like the physical distance between devices and how much interference.
Sometimes the issue is only visible for one player. If you can, absolutely do use a wired connection. It will undoubtedly be better even with a good Wi-Fi setup.
Back when 5G cellular was first rolling out, a professor brought in a Qualcomm senior level manager and the topic was how 6G was being developed for long distance low latency capabilities.
How much of that was industry bullshit, no idea but it sounds like they had a pulse on the tech now that we hear about it years later.
It should be fairly intuitive. Sending electromagnetic radiation through copper or fiber will add physical distance versus a direct line of sight link. And the refractive index of light in the atmosphere is significantly lower, so the radiation actually propagates faster. Over long distances, those microseconds will add up.
The best example of this is the stock exchange in Chicago (and elsewhere) uses a low latency microwave link to save several milliseconds over the fiber links.
Fighting games with Wi-Fi instead of Ethernet? Sounds more like a dream. This genre is particularly demanding on stable low latency connections and current technology absolutely doesn’t offer it. Spreading across frequencies sounds like a latency vs reliability trade-off.
I feel like this is really dependent upon the game. Guilty Gear Strive for instance uses roll back net code and my personal experience playing it online over wifi is that it feels practically identical to playing locally. Here and there I might have minor issues if the person I’m playing against has horrible Ping but for the most part wifi is flawless.
That game does have pretty good netcode, but it cannot do everything. If the Wi-Fi connection drops packets there are bound to be problems even with low ping. Not every Wi-Fi setup is the same and it also depends on your surroundings like the physical distance between devices and how much interference.
Sometimes the issue is only visible for one player. If you can, absolutely do use a wired connection. It will undoubtedly be better even with a good Wi-Fi setup.
Back when 5G cellular was first rolling out, a professor brought in a Qualcomm senior level manager and the topic was how 6G was being developed for long distance low latency capabilities.
How much of that was industry bullshit, no idea but it sounds like they had a pulse on the tech now that we hear about it years later.
The lowest latency links right now are already wireless point to point links.
Says who?
My PhD in electrical engineering.
Care to elaborate or point to a reliable source?
It should be fairly intuitive. Sending electromagnetic radiation through copper or fiber will add physical distance versus a direct line of sight link. And the refractive index of light in the atmosphere is significantly lower, so the radiation actually propagates faster. Over long distances, those microseconds will add up.
The best example of this is the stock exchange in Chicago (and elsewhere) uses a low latency microwave link to save several milliseconds over the fiber links.
In theory the speed of light is higher in free space than it is in copper.
deleted by creator
Your comment faces resistance.