rec.autos.simulators

ABC's of why AOL will never never work for on-line Racing!!!

Don Wilsh

ABC's of why AOL will never never work for on-line Racing!!!

by Don Wilsh » Mon, 21 Dec 1998 04:00:00

Latency can increase dramatically on AOL due to how their Internet
traffic is handled. AOL uses a
central location in Herndon, VA to link their customers to the Internet.
How this effects you is that
rather than having an Internet 'presence' in your local area, your
access actually starts in ***ia.
Let's say you live in Phoenix. Rather than logging onto the Internet and
having mplayer.com's Phoenix
game cluster nearby, the closest cluster to you is now in Herndon. The
distance from your computer in
Phoenix to that cluster in Herndon is obviously much farther than if
your Internet 'presence' began in
Phoenix and you were playing on the Phoenix game cluster. This
difference in connection speed may mean
the ability to play the faster, more latency 'sensitive' games, and only
being able to play turn-based
games. Thanks

Don Wilshe

Tim Deatherag

ABC's of why AOL will never never work for on-line Racing!!!

by Tim Deatherag » Mon, 21 Dec 1998 04:00:00

Don,

FWIW, I wouldn't dream of getting on the net from AOL much less anything
else other than chat and news................I just want to use up my free
time.

Tim A. Deatherage

"Admitted Sim ***"


>Latency can increase dramatically on AOL due to how their Internet
>traffic is handled. AOL uses a
>central location in Herndon, VA to link their customers to the Internet.
>How this effects you is that
>rather than having an Internet 'presence' in your local area, your
>access actually starts in ***ia.
>Let's say you live in Phoenix. Rather than logging onto the Internet and
>having mplayer.com's Phoenix
>game cluster nearby, the closest cluster to you is now in Herndon. The
>distance from your computer in
>Phoenix to that cluster in Herndon is obviously much farther than if
>your Internet 'presence' began in
>Phoenix and you were playing on the Phoenix game cluster. This
>difference in connection speed may mean
>the ability to play the faster, more latency 'sensitive' games, and only
>being able to play turn-based
>games. Thanks

>Don Wilshe

Bill Met

ABC's of why AOL will never never work for on-line Racing!!!

by Bill Met » Tue, 22 Dec 1998 04:00:00

  For all practical purposes, what Don says below is true.  However, the
real factor is not physical distance.  The number of pieces of network
equipment (and what make/model they are) that span the distance is what
really matters.  Usually, a greater distance means more "stops" along the
way, but not always.

-Bill


--
Bill Mette      | "A person is smart.  People are dumb."
MCSNet, Chicago |                        - K MiB

Matthew V. Jessic

ABC's of why AOL will never never work for on-line Racing!!!

by Matthew V. Jessic » Wed, 23 Dec 1998 04:00:00


>   For all practical purposes, what Don says below is true.  However, the
> real factor is not physical distance.  The number of pieces of network
> equipment (and what make/model they are) that span the distance is what
> really matters.  Usually, a greater distance means more "stops" along the
> way, but not always.

> -Bill

Just a historical note: I agree that having one central point through
which nationwide network traffic passes isn't a game-stopper.

The CRIS network, now Concentric Network,
used this architecture (to my level of
understanding, which isn't high ;) to become a nationwide
ISP (www.concentric.net). Concentric supported internet
*** systems widely in the past, including some deal to
carry TEN (not sure if they are still working together).

All my *** packets on Concentric go to Illinois before
routing on. We had 55ms latency from Concentric's
local ISP to game host in those days (doesn't include
delays through my modem).

- Matt
WarBirds: =para=


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