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You're talking about bandwidth, not latency.Yeah but we can still send and recieve data faster over it than on a gameboy right? So if we recive the data first, then we could work with it and even it out right replicate the speed and latency.
A little like streaming a video![]()
Let's say you have two types of cars. They're identical in every way except the max speed, one can go up to 100MPH, the other can only go up to 50MPH. The time it will take for an individual car to get to it's destination is the latency.
Now let's say you want to send out a package with these. Obviously the car that can go faster and get there in less time is the one to go for when you only have one car load to send. If there's only one car load, the 100MPH car will get there a lot faster than the 50MPH car every time.
Now, what if you had more than one car? Let's say you only have 5 of the 100MPH cars, but you have 20 of the 50MPH cars. If you have a job that needs 20 packages to be sent, the 100MPH cars would need to make four trips, while the 50MPH cars would only need to make one. So even though the 100MPH cars are individually faster, the whole job (download) is completed in less total time with the 50MPH cars because you can send out more packages at once.
The speed of an individual car is the latency, the number of them that you can send out at once is the bandwidth.
- Downloading stuff online depends on the bandwidth. You can have 500ms ping (half a second of latency, which is terrible), and that'd only delay the start of the download by half a second... how fast you get the pieces of the package depends on your bandwidth, how many pieces you can get at a time. The latency matters little to none, it's bandwidth that determines how "fast" the download/stream/whatever finishes.
- Online gaming is an example of something that depends on latency. Each individual command you give to your character in a multiplayer game needs to be sent out to the other players, so the quicker each individual piece of data gets across the network, the less lag there will be. As long as you have enough bandwidth for the game (usually not an issue nowadays), latency is the defining factor in lag.
Anyways, link cable trading stuff was designed to go over a cable that's no more than a few feet of length, and assumes little to no latency. The internet goes over far more distance and has a lot more latency. One game unit would send some data, not get a response in a few milliseconds, and assume the cable had been disconnected or something, or the two devices could easily go out of synch and crash the connection, etc.
It might work if the emulators on both sides buffered up the data before simulating the trade with the actual units, but this would need to be programmed specifically per-game...












