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



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