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
I bet you can easily play on a 56k in a two-player race. Anything more,
don't expect much.
> > 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.
Surely I shouldnt have to expect anything less?
Doug
> > 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
What does datarate actually do?
Remco
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
> >And most multiplayer-games uses 32 in datarate, where 16might be better,
or
> >8 (shiver)
> What does datarate actually do?
> Remco
Remco
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
> This is why we are seeing major lag problems.
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)
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