rec.autos.simulators

F12002 Retail

Carl Ribbegaard

F12002 Retail

by Carl Ribbegaard » Sun, 09 Jun 2002 22:18:11

Actually on the cd-cover there is a sign saying 2-player 56.6 Kbps and
another saying 2-8 players ISDN Broadband LAN.

:-)


Andreas Nystr?

F12002 Retail

by Andreas Nystr? » Mon, 10 Jun 2002 01:00:49

And most multiplayer-games uses 32 in datarate, where 16might be better, or
8 (shiver)


> Actually on the cd-cover there is a sign saying 2-player 56.6 Kbps and
> another saying 2-8 players ISDN Broadband LAN.

> :-)



> > > So, in what way will the GT mod be better than the F1 cars?  Do you
> think
> > > the mod community has full access to GPS data to make better tracks?
As
> > for
> > > net play, well, I think you need to have a look at what servers you're
> > > joining.

> > You yourself described it as a 56k no-go-zone - so why put 56k options
in
> > there - why pretend it's even feasable.

> > And - if they can do an accurate Melbourne - why not an accurate
> > every-where-else

> > 56k Multiplayer CAN be done - EA just havnt bothered

> > Doug

Alan Bernard

F12002 Retail

by Alan Bernard » Mon, 10 Jun 2002 06:25:43


I bet you can easily play on a 56k in a two-player race.  Anything more,
don't expect much.

Douglas Elliso

F12002 Retail

by Douglas Elliso » Mon, 10 Jun 2002 07:32:33




> > You yourself described it as a 56k no-go-zone - so why put 56k options
in
> > there - why pretend it's even feasable.

> I bet you can easily play on a 56k in a two-player race.  Anything more,
> don't expect much.

But we've had perfect 56k net play for FOUR YEARS.

Surely I shouldnt have to expect anything less?

Doug

David Powel

F12002 Retail

by David Powel » Mon, 10 Jun 2002 05:34:51

where as in GPL and N4 i can race 20cars with a 28.8k modem, just EA are
lazy ***ers who couldnt write MP code if aided by papyrus




> > You yourself described it as a 56k no-go-zone - so why put 56k options
in
> > there - why pretend it's even feasable.

> I bet you can easily play on a 56k in a two-player race.  Anything more,
> don't expect much.

> > And - if they can do an accurate Melbourne - why not an accurate
> > every-where-else

> > 56k Multiplayer CAN be done - EA just havnt bothered

> > Doug

Remco Moe

F12002 Retail

by Remco Moe » Wed, 12 Jun 2002 00:54:50



What does datarate actually do?

Remco

Jonathan Dieh

F12002 Retail

by Jonathan Dieh » Wed, 12 Jun 2002 02:36:07

data rate refers to the Kbps that will be used to for multiplayer
connectivity.

ie.  how fast can the host upload data to the clients in the game.

A 56k connection can only handle about 4-5kbps max, which is why 56k people
have not had a good experience racing online with this game.

Cable and  ADSL connections typically have their upload capped at 128kbps,
which is about 32Kb/s.

Whichever connection type you select in the multiplayer setting (56k, isdn,
cable/dsl, lan) will set your datarate accordingly.

If you tell the game that you are on a LAN or cable, when you are actually
56k, then the game will be trying to send out a datarate that you can't
handle.  Most online players aren't aware of that, and just set it at the
highest one (thinking they won't be allowed to join games if they actually
set it at 56k).

This is why we are seeing major lag problems.

If you can find a group of racers that you know ALL have broadband, then you
should have no trouble racing online.  It's when you open up a public server
and a bunch of 56k people try and join (when you've set it for a higher
datarate) and then you get problems.




> >And most multiplayer-games uses 32 in datarate, where 16might be better,
or
> >8 (shiver)

> What does datarate actually do?

> Remco

Andreas Nystr?

F12002 Retail

by Andreas Nystr? » Wed, 12 Jun 2002 11:24:12

Im no expert, but it is how many datapackets it will send out. I guess its
information on where the car is on the road etc.
8 makes the cars jump around a lot.. where 32 makes them rocksolid until you
cannot take the datatransfer and the server has to resend data, loss of
packets etc.. lag warp




> >And most multiplayer-games uses 32 in datarate, where 16might be better,
or
> >8 (shiver)

> What does datarate actually do?

> Remco

Remco Moe

F12002 Retail

by Remco Moe » Wed, 12 Jun 2002 17:25:01

On Mon, 10 Jun 2002 12:36:07 -0500, "Jonathan Diehl"


>data rate refers to the Kbps that will be used to for multiplayer
>connectivity.

Thanks.

Remco

Remco Moe

F12002 Retail

by Remco Moe » Wed, 12 Jun 2002 17:27:58



Aha. So the gap between packets is larger with a smaller datarate
value, I guess. Are still all cars visible with a datarate of 8?

<Snip>

Remco

Uwe Schuerkam

F12002 Retail

by Uwe Schuerkam » Wed, 12 Jun 2002 17:50:33


> 56k, then the game will be trying to send out a datarate that you can't
> handle.  Most online players aren't aware of that, and just set it at the
> highest one (thinking they won't be allowed to join games if they actually
> set it at 56k).

> This is why we are seeing major lag problems.

Why on earth would a game need to transmit so much data for a
single car (or, for a field of other cars) at any instance?

Unless it's transmitting graphics itself with dents and bumps
and reflections and whatnot (just kidding), there is absolutely
no reason to waste such a lot of bandwith to transmit client
game states to a server.

Sounds like a badly (very badly) flawed protocol to me.

Regards,

Uwe

--
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
PGP Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Haqsa

F12002 Retail

by Haqsa » Thu, 13 Jun 2002 06:09:11

I don't know if it has been documented anywhere, but I'm guessing that
datarate number is a packets per second number.  The magnitude of the
values is about right, compared to what some other online games use.



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