vodacom3g
Vodacom Representative
Woooohooooo!!!
Virgin rocks at 415kbps
EDGE spec does not go so high, not even 3G.
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Woooohooooo!!!
Virgin rocks at 415kbps
Neither actually. I'm using Vodacom hsdpa at Virgin rates, paid R3.22 for 7.5MB. Just reconnected at 3.6Mbps. Don't know if it's a lapse in security or Cell C testing the Vodacom UMTS network but it rocks.
Getting a bit slow now, will do test after midnight.
Well, Vodacom only supports up to 1.8Mbps under exceptional conditions. Don't know if 3.6Mb uses a different encoding scheme or just more slots. Modem is set on 921600bps in Windows so don't know if that will have an impact. Will do a test when the network is quiet as it seems to be overloaded.
The Telkom speed test is located at http://www.telkom.co.za/athome/products/dsl/speed.html but it's also not working atm.
No 3.6Mb/s yet, sometime next year.
Depends on your distance from base station and number of active connections. Most people get between 600k and 1200k so you can expect between 1200k and 2400k.Funny ... [-]you[/-] can barely deliver 1.8 Mb/s for starters.
Yep, try it.Is that on HSPDA?
If your ping time is 100ms you can't download it faster than 1 second or 10k/s even on a 1GB/s connection.
Line clock and processing latency... I thought we covered this already.You've got it completely wrong
Latency (measure by ping times, for example) is completely independent of throughput.
Take a satellite link; high latencies, massive throughput. Or a 64K diginet line, good latency, crappy throughput.
Get a good book on TCP/IP (as suggested before) and read up on how IP and TCP works. Then read up on the effect of line clock plus processing latency on a specific packet size.
Can also read as an increase in latency results in a slower speed regardless of the actual link speed. As usual I have wasted my time (and money btw.) on terms which have very little - if anything - to do with the matter at hand. If it was such an important part of the equation there should be more info on it available or at least a wiki entry.Simple and common scenario that demonstrates the correlation between TCP/IP and packet loss and data transfer speed:
When transferring data [either up or down], for example using ftp|http [which is layered on top of TCP/IP], if a single frame within a specific packet is lost or delayed to the point where a timeout is triggered, what will happen is that TCP/IP will request the retransmission of the entire packet, which means more frames being transmitted and hopefully received and reassembled into their original packet, so far so good, but frames can and do arrive in any order [non-sequential] and all frames are required in order to assemble a packet from constituent frames, this means that TCP/IP has to wait until it has all the frames. If just one of the frames is missing then some time will have passed including the actual timeout before realising that a frame is not going to arrive. All of this adds latency to the actual data transfer itself, all of this will result in the overall data transfer taking longer than it should have under ideal conditions, and an increase in time results in a decrease in speed - regardless of the actual link speed...
Your explanation is a bit confusing & misleading.If a packet consists of 10 frames then statistically every 10th packet will be retransmitted. ... The larger the packet size the more frames it has that are delayed and the longer the packet gets delayed.
Go read what ic posted again which essentially says that packets consist of multiple frames. I would like to see how you manage to cram a 10k packet into only 1500. Would be some marvelous compression you have there.Your explanation is a bit confusing & misleading.
In the IP world 1 frame = 1 packet, athough they are not refering to the exact same amount of data. The term frame is usually used in context to layer 2 protocols, while packet refers to layer 3 protocols.
For example, an Ethernet frame of 1514 bytes includes a 14 byte header & 1500 bytes payload. The payload consists of a 1500 byte IP packet which consists of a 20 byte IP header & 1480 bytes of payload (e.g. TCP or UDP again with header & payload).
You dont get multiple packets within frames or visa versa.
Find me a protocol that uses 10K packets.I would like to see how you manage to cram a 10k packet into only 1500.