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Rec.Autos.Simulators Archive

Jay Cotton talks about Internet Latenies

3 posts by 3 people · 04 Feb 1997 - 07 Feb 1997

Don Wilshe 04 Feb 1997#355007
Kali Drivers!!! I was talking to Jay Cotton the other day about network latencies and he told me some good things about network latencies and thier causes. I asked him and he told me I could share this with all of the KALI and RAS people.. Don Wilshe, IVGA http:\\www.ivga.com ====================================================================== Notes on Kali performance... The performance of Kali is determined (almost) solely by the connection between players. The speed and location of the server has no affect except for one or two games (EF2000 and Top Gun). Kali routes all packets directly between the players so the server is only needed to tell each node where to send data. Even so, connecting to a server at your own ISP or closer to you might increase your possibility to find a fast game if other players use the same logic in choosing a server. People closer together will tend to end up on the same servers. The best way to improve game speed is to increase the connection speed for each player and bring players closer together. ISPs that run modems with DTE speeds of 115000 bps will run very well with Kali. ISPs that only run their modems at 38400 or 57600 will not see the same speeds. It's also essential for the ISP to have plenty of bandwidth available when you actually play the game. If you play games during peak hours your ISP might not have purchased a fast enough connectino to handle all of their users. In fact almost all ISPs have more customers than modems, have more modems than the have bandwidth available, and even the major internet backbones (MCI, and SpringNet) have sold more bandwidth to the ISPs than they have available. We're all fighting for bandwidth out there. The customer that oay more for better connections and the ISPs that pay more for better connections will win. Of course the same thing applies to the clients. Using a 16550 uart and running the connection at 115200 with a high quality modem makes a big difference. Faster PCs can make a difference since many of the games require a lot of CPU even without having to deal with packets for up to 7 other players. Users with slower PCs (486 or slower) will need to take steps to reduce the CPU usage. Removing music drivers from the games and reducing screen resolution or size will usually help quite a lot on those PCs. Memory is also important especially in Win95. Having 16 megs of RAM is highly recommended. Thanks, Jay
Jim Sokolo 06 Feb 1997#355266
To clarify this, for each N2 race on Kali/Kahn, there is a Kali/Kahn "server" (what Jay is referring to above) and a N2 race server (the user who selected "answer" instead of "dial.) The connection latency of the N2 server IS EXTREMELY important to the game playability. Whoever's got the best connection to the 'net should be the answerer for a race over kali/kahn... Remember, as always, real IPX is supported, and if Kali/Kahn work for you, it's a bonus... ---Jim Sokoloff, Papyrus
Richard Sco 07 Feb 1997#355395
Any possibility of TCP/IP support in the future? It's surprising this wasn't considered, since the Internet is the primary medium for connections now. IPX is better for games, but requires Kali on the Internet. *** on the Internet seems to be the way things are going. I only hope that we get the latency rates to keep up with the *** demand. The other note to this, is on the NRO servers, the latency will be between the NRO server and the players. This is different then multiplayer N2 on Kali, where speed from the 'answering' player to each racer determines latency <confused yet? :)>, and the server plays little part. Richard

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