[MUD-Dev] The Lag monster...
Kiztent Hatepriest
kiztent at gmail.com
Mon Nov 8 14:55:15 CET 2004
On Sat, 6 Nov 2004 16:06:02 -0800 (PST), Harlan Beverly
<hbomb at fastai.com> wrote:
> --- Amanda Walker <amanda at alfar.com> wrote:
>> What leads you to believe that network processing on the PC is a
>> bottleneck for gaming at all?
> Thanks for the continued interest...
> I'm a gamer, obviously. I for one hate LAG more than anything
> else. When playing U.O., Everquest, Galaxies, Asherons, and the
> rest it was the only thing that frust actually made me throw my
> mouse.
> The burning need is Lag.
> The question is, how do I solve it?
> There are three ideas on our table: One way is to squeeze a little
> out of the client side host processing. We can do that, but it's
> a marginal improvement at best.
> Another way is to reduce network traffic: we can do that with
> compression and possible active filtering of unnecessary messages
> (both inbound and outbound).
> A final way is to improve server performance. We can do that.
> Any other ideas?
I don't know about ideas, but I know that in my experience, network
performance isn't the problem. Usually when I play it's rendering
and loading information from disk into memory (lots and lots of
memory).
I get good performance at 14K/sec (too far for ADSL, no cable), and
that barely touches the network inside my firewall.
I think Amanda's question is really valid.
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