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Online games delay campus network
First, the issue of export bandwidth. Schools use educational networks or telecommunications. The reason why the school network visits the website slowly is because the export bandwidth is very small. Why is it small? For example, if you can use 1M at home alone, then the total export bandwidth of the school to students is 100M. Can you slow down?

Due to the above problems, the school will restrict some websites or some programs, which is why there is no problem in re-registering the school website and QQ login. Of course, the bread here includes an educational network server, but your school is a telecommunications company, which does not involve this issue. However, due to the variety of websites, it is difficult for the school itself to ban them, so it is generally restricted to download pictures and words, and the network itself will greatly delay similar data exchange.

But the online game itself is different, because the exchange between the online game itself and the server is the exchange of program code, and the design of the online game takes this into account, and each data packet is particularly small, so its exchange and delay are not obvious, which is why surfing the Internet is slower than the game.

If you stay at home for a long time, I think you can consider it this way. The game is placed on different servers such as Unicom, Tietong and Telecom. If you play games on different servers, the delay is definitely incomparable. But if you play games on the server, you must distinguish the broadband efficiency of provinces and cities. For example, Southern Telecom will be faster than Northern Telecom, and big cities will be faster than small cities.

The domestic broadband situation is complicated and needs specific consideration. Simply looking at the so-called bandwidth marked by operators is not comparable.

I hope you are satisfied with the above answer.