I'm lucky enough to have a LAN connection to the net at work which moves me
into the land of LPB's when I play Quake or Quake 2 and, to be honest, I've
never had much problem with any racing game over the net because of that. At
home where I have a 33.6k connection I never bother with net *** because
it's not worth the time and money (1 to 1.7 pence per minute) to play laggy
games. That said, I LOVE multiplayer *** and think it's the way forward.
I think you'll find that it isn't easy to provide GOOD internet ***
otherwise everyone would do it. MS games are good at it (MXM is stunning), but
Unreal is the worst I have ever seen. Why? It's not easy. Do we want to wait
another 4-6 months for flawless netplay when 90% of the time we'll be playing
against the PC?
Anyway, the point of my post was to make the issue that there is a lot more
data than car position and orientation required to make a sim work right on
network play.
Later
M
>You and some others sound unnecessarily down on internet play in sims today.
>Even if you have zero interest in MTM2 or the new Motocross Madness, try the
>demos online. I use a 33.6 modem and the results are excellent. MS improved
>the performance just in the time between CPR and MTM2. From what I
>understand, GPL is better than CPR online, and if it's as good as MTM2,
>there will be great net racing with that as well. I think I speak from some
>authority as I've had hundreds of online races with these games with people
>from all over the world. Even races with people with a poor ping rating are
>often acceptable. If I want to guarantee a smooth race, I just look at the
>ratings and only include guys with good pings. Then, it's as smooth as a
>race with the computer cars. Every movement of the opponents vehicles is
>modeled. Nothing has been left out at all.
>This is a fairly simple explanation, but apparently some developers have
>made online racing a priority and have learned how to have the game
>successfully fill in the gaps between the packets of info that is
>transferred over the net during a race. This eliminates a lot of the warping
>effect. I raced POD last summer, and it was good for that time but compared
>to today, it's a joke. You would see POD cars flying off the road, only to
>appear a quarter mile down the track ahead of you a few seconds later.
>Byron and myself know that sim manufacturers CAN provide smooth internet
>play if they choose to. We also have noticed a kind of coolness by some
>developers to do so and that's what's bothersome. There's no excuse for that
>attitude. Even aviation sims are providing online play now. How can racing
>sims not provide it as well? Auto racing (sports) is all about human
>competition.
>Dave
>DmndDave
>>Have you ever played a racing simulation? Without these things the car
>would
>>just move around a track on rails. The wheels would not turn (I'm not
>talking
>>about rotation here) when the car turned a corner, you wouldn't hear the
>>engine notes change, see the effects of braking etc
>>I seriously doubt you have given enough thought to what makes a racing
>>simulation work as it does. The physics involved in modern racing sims is
>>astounding and is fast catching up racing teams in terms of accurate
>>simulations of the subject. Not only this but the players demand more from
>>their sims and patchy multiplayer play as you seem to think would work
>would
>>not be acceptable to 90% of people.
>>Personally I'd be bothered if when racing against the PC in GPL I could see
>>the suspension move on the other cars but not when I was racing over my LAN
>or
>>the internet. Maybe I'm just a wacky perfectionist but I doubt it....
>>M