[MUD-Dev] The Lag monster...

Matthew D. Fuller fullermd at over-yonder.net
Mon Nov 8 11:08:49 CET 2004


On Sat, Nov 06, 2004 at 04:06:02PM -0800 I heard the voice of
Harlan Beverly, and lo! it spake thus:

>> What leads you to believe that network processing on the PC is a
>> bottleneck for gaming at all?

> The burning need is Lag.

> The question is, how do I solve it?

I think the answer that's being suggested is that the problem isn't
the client, and probably isn't all that much the server.  The
problem is the 10 and 15 and 20 routers between the two; it's the
hundred or thousand or ten thousand miles of copper and fibre
connecting them; it's the million or billion or trillion OTHER
packets per second that are competing for those resources.

Compression and careful design of the protocol to eliminate
unnecessary transfers will help.  Designing it so that delayed or
lost packets have minimal impact will help more.  Trying to eek
another 2% or 4% improvement in latency or bandwidth on the client
machines, which are probably already capable of a hundred times the
data moving power you're asking of them, is probably not going to do
much, because that's not where the problem is.

--
Matthew Fuller     (MF4839)   |  fullermd at over-yonder.net
Systems/Network Administrator |  http://www.over-yonder.net/~fullermd/
           On the Internet, nobody can hear you scream.
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