RE: [GD-General] Bandwidth
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From: <ma...@ch...> - 2004-09-21 11:04:20
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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. ma...@ch...
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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