We have been investigating wireless latency (WiFi and cellular) and its effect on realtime multiplayer games.
First, we have some questions about real world wireless latency. It seems that limited latency testing in the wild is not sufficient for preparing a game for real world use. Ookla speedtest is the most used network testing tool with 5 million tests a day, but we found that it only gives the best out of 10 samples, so this naturally gives highly optimistic results. What are better sources of real world latency data?
Looking at latency data, what’s a good way to decide the range of latency a game should accommodate? For example, you can look at the min/max/standard deviation, the mean, or the tail (95th percentile).
What is the best practice to actually test the effect of latency on a game? Is it better to test with deterministic or random latencies? For example, for deterministic testing you might use a constant latency at 95th percentile. Deterministic latencies make it easier to find issues in a controlled and repeatable manner, while random latencies are a closer to what your game will see out in the real world.
We have posted more details about this topic and are very interested in what other developers have to say on the matter. If you are interested in reading more about our thought process, check out our post about mobile latency here.