> > > Bandwidth isn't the issue. Latency is the issue. A properly designed
> > > multi player simulation doesn't need to pass enough information to
> > > create a bandwidth problem.
> > I know bandwidth isn't the issue :o), but dedicated bandwidth
> > is. With dedicated bandwidth you get connected with the other
> > computer as if it was a modem connection, thus the limiting factor
> > for latency is the speed of electrons in the communications channel,
> > which is close to the speed of light. This actually gives a latency
> > of 125 ms to a place on the other side of the globe.
> You're unlikely to get anywhere near the speed of light on an actual
> multi-hop communications link.
Perhaps I use the wrong term when I say dedicated. What I mean is that when you
connect to another internet user in this new IP and you want dedicated
bandwidth, you get prerouted, thus there is no routing in the routers after we
are connected. Much like a telephone call.
Haven't you heard :o). In a laboratory somewhere here on earth they've recently
managed to move the attributes of a photon from one place to another in no time
at all, like instantly :o). 0 ms, 0 ns, 0 piko seconds, nada seconds :o). No lag
at all. As I heard it, it counter proofs one of Einsteins theories.
You cant discourage a true optimist :o).
/Christer