RE: Bandwidth
[email protected] Tue, 21 Sep 2004 13:04:13 +0200 (CEST)
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
On Tue, 21 Sep 2004, CAVEY GERARD wrote: > >The figures are in Kilobytes/sec, and no, the engine used UDP (DirectPlay > >protocol). Why would UDP games consume "much more"? > Well because of transmission reliability , and i would have say at least > more > maybe not much more ... If you game rely on realtime responses, using TCP is really not very clever. Its quite easy to build a reliable stream on top of UDP, in the cases where you need it, but if you chose to use TCP, you are stuck with all the assumptions about traffic, that TCP makes. Perhaps TCP is suitable for a small class of online games (online chess, stuff like that), but I can't really see anyone choosing it as their first choice. And, everything else beeing equal, there is a greater overhead in TCP than UDP. In fact, the only scenario I can think of, where UDP has a greater overhead than TCP, is if you use UDP as a reliable stream in a really silly way. Mads -- Mads Bondo Dydensborg. [email protected] If you have a chance, take a look at the virus code, and see what some 300 lines of visual basic can cost industry in say a 24 hour period. - Ron Sprenkels on the 'I Love You' email virus ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557