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KNOWLEDGE

The standards behind your ping

Your ping tool is older than the internet you know, and every connection starts with waiting. Both facts are written in documents anyone can read.

Knowledge baseIn depth3 min readNetworking

Rigmint, Updated

The short answer

Your ping is an echo message from 1981 and measures the full round trip. Two protocols sit on top of it with opposite promises: UDP deliberately gives no guarantees, TCP guarantees everything and makes you wait for it.

Key points, with evidence

  • The echo message behind ping was standardised in September 1981 in RFC 792 and requires the received data to be returned in the reply.

    SourcedStated verbatim, or as plain arithmetic, in the source given.Jump to source 1

  • By its own standard, UDP guarantees neither delivery nor protection against duplicates.

    SourcedStated verbatim, or as plain arithmetic, in the source given.Jump to source 2

  • TCP detects losses via sequence numbers and errors via checksums, and corrects both through retransmission.

    SourcedStated verbatim, or as plain arithmetic, in the source given.Jump to source 3

  • The three-way handshake costs at least one full round trip to the server before the first byte of payload.

    InferenceFollows from the source given, but is not stated there verbatim.Jump to source 3

  • Games mostly use UDP for position data and TCP for login or shop. Which game uses what is not stated by any of these standards.

    Open questionCannot be answered from the sources at hand. Left open rather than guessed.

Your ping dates back to 1981

When you measure your game connection, you are using an echo message standardised in September 1981, in RFC 792 by Jon Postel. The test procedure is more than forty years old and still works exactly the same way.

The standard explicitly requires that the data received must be returned in the reply. That is why ping truly measures the full round trip, not just whether the other side is alive.

UDP: deliberately without guarantees

The UDP protocol from 1980 has a header of just eight bytes, and its standard states verbatim that delivery and duplicate protection are not guaranteed. That sounds like a flaw but is a decision: resending a player position from a hundred milliseconds ago would be pointless, so lost data is dropped and the next, current state is sent instead.

TCP: everything arrives, but you wait

TCP does the opposite. According to the current standard, RFC 9293, its reliability consists of detecting losses via sequence numbers and errors via checksums, and correcting both through retransmission. Everything arrives, and in the right order; when something is missing, everyone waits.

And before a single byte of payload flows over TCP, three messages are needed: request, acknowledgement with counter-request, acknowledgement. The standard calls this the three-way handshake. Every connection setup therefore costs you at least one full round trip to the server and back before anything is transferred.

What this means for your game

Games mostly use the UDP path for position data, because late information is worthless there, and the TCP path for login or shop, because nothing may be lost there. Your ping is the one number underneath both worlds: the pure round-trip time. It also explains why switching to a server in a distant region instantly feels more sluggish, without anything changing on your PC.

Review status

Last checked against its sources
Next review
Evidence density
4 of 5 key points carry a source
Open question
1 explicitly open question

Sources

  1. Publisher
    IETF
    Published
    retrieved
    Supports
    The Echo message and the requirement to return the received data in the reply.
  2. Publisher
    IETF
    Published
    retrieved
    Supports
    The UDP header's four 16-bit fields and the statement that delivery and protection against duplicates are not guaranteed.
  3. Publisher
    IETF
    Published
    retrieved
    Supports
    TCP detects losses using sequence numbers and errors using checksums, and resolves both through retransmission; connections are established with a three-way handshake.

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