Sorry guys -- 4 is the most I've seen online at one time. I'm sure Don
Wilshe or some of the other testers might be able to shed more light on
this -- I think they've had 6 to 8 at a time with no problems, but I can't
confirm that firsthand.
Also FWIW, I've often seen HORRIBLE online lag/warping in GPL with as few as
2 or 3 players, but in several days' worth of testing DTR with folks all
across the U.S., I've never seen a truly bad connection yet. So when some
of you say "any company can do 4 player multiplayer in a stable
environment," it seems to me that you must not have an appreciation of how
difficult it is to eliminate lag/warp on a tiny, 1/4-mile track, where you
can see EVERY car and EVERY part of the track at ALL TIMES from ANY vantage
point -- THAT stresses the multiplayer connection a LOT. Ratbag's
Powerslide title was ROCK-SOLID on the longer tracks, but on the lone oval
(a 1/4-mile track, I think, aptly named "Speedway"), online lag was pretty
bad with more than 2 players. DTR seems to have pushed the envelope in this
area very successfully.
Also, given how GPL's frame rate slows down in multiplayer when something
simple happens like, say, when you're passing the pit area, for example, I
think that even GPL would be hard-pressed to duplicate a 1/4-mile track in a
multiplayer online environment with the kind of stability I've seen in DTR.
Just my $0.02 on the issue.
-- JB
>> I got to get in on some multiplayer sessions with the GOLD version of
DTR,
>> and it looks like Ratbag got the Internet bugs worked out -- smooth
>> connections with 4 players and no lag on 1/4-mile, 1/2-mile, and 1-mile
>> tracks with LOTS of clean, smooth, close racing . . . and some rubbin',
>> bumpin', slippin', and slidin' thrown in for good measure! <G>
>> The more I see of DTR, the more impressed I am.
>> -- JB
> but you say "smooth connections with 4 players". SCGT, Viper, NASCAR,
>GPL are all pretty smooth with 4 players. How is it with more then 4?
>--
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>Mike Barlow of Barlow Racing?
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