net.com says...
How does expensive, dedicated hardware help the performance of
racing sims? Most of the latency you experience is from the
modems (yours and your provider), that is if you are still using
modems. The other bug-a-boo of online ***, packet dropout, is
more of a provider or internet usage issue.
I've played Quake on TEN before, it was ***y awful. Very poor
performance, stuttering, etc. If you use the standard QuakeWorld
software and one of the hundreds of dedicated public servers,
however, you can get a very good *** experience. What's the
difference? QuakeWorld uses very good prediction models, while
the standard Quake through TEN did not. The software makes a BIG
difference.
A racing sim should benefit from good packet prediction even MORE
than an arcade game like Quake. While a NASCAR racer moves very
fast, it moves in predictable patterns. The car cannot spin
around in a circle and fire a rocket, like the player does in
Quake.
Before Quake and Quakeworld, I never knew how fun online ***
could be. I used Kali and other programs before, but I was
frustrated with the difficulty in getting a good connection and
the internet artifacts in the game.
With QW, however, good games are easy to find through the
excellent programming of id software. With their software, I've
had many, many hours of great entertainment, all without any
additional expenses except my regular IP connect fees. I always
make sure I support id software's products because their software
has excellent replay value because of the 'net support.
So, what about NASCAR? A preview of Grand Prix Legends mentioned
that the game had a fairly advanced networking, complete with
packet prediction. Since this is the same engine that will be
used for N3, they may be hope in the future for fun, free NASCAR
racing through the 'net.
--
Douglas Bollinger
Mt. Holly Springs, PA
Egghead: What Mrs. Dumpty gives Humpty when he's a good boy.