5 ms·
I remember having to schedule a 780Kb download overnight and hoping no one picked the phone up. Or years later having to download shows in advance (illegally be
by hesdeadjim 8y ago
I remember having to schedule a 780Kb download overnight and hoping no one picked the phone up. Or years later having to download shows in advance (illegally because they weren’t available) because streaming wasn’t possible.
Now I casually (and legally) boot up any show I feel like within seconds at HD resolutions. I love thinking about the sheer amount of data that is traversing around the internet now. And it’s more fun to imagine what becomes possible when you bump up another order of magnitude or two.
In games for instance, a significant limiting factor for implementing large player counts in fast-paced multiplayer come down to bandwidth. The amount needed, for the most part, scales linearly per-player as the player count increases. Add more bandwidth (and some more CPU power) and games can evolve entirely new experiences.
The battle royale games like PUBG are a great example, but due to bandwidth issues and CPU usage the server tick rate is much slower than normal fast-paced games (20hz vs 60hz) and therefore the experience suffers quite a bit.
- Klinky 8y agoMultiplayer gaming has more issues with latency than a lack of raw bandwidth.
- hesdeadjim 8y agoNot necessarily, depending on how the game is implemented a player with bad ping can be the only one who suffers the majority of the effects of their bad connection. I am currently working with this tech: https://www.photonengine.com/en-US/Quantum https://www.photonengine.com/en-US/Quantum And it does deliver on their promises, impressive stuff.
- Lorin 8y agoThis looks neat, think it'd do well with upcoming projects like Star Citizen from CIG? Physics sims have to be limited dramatically atm.
- thathappened 8y agoLatency is usually from bandwidth being queued somewhere along the path
- sgtmas2006 8y ago60hz even is low today by competitive standards for FPS games. 128 is nice, it should be a minimum.
- hesdeadjim 8y agoOften it’s only on LAN games for tourneys where the tick rate is that high. With internet latency or bandwidth requirements at that rate you are going to start dropping more and more packets and suffer from potentially more client side mispredictions.
- gsich 8y agoPacket loss is usually very low. 1% and the game will most likely be unplayable.
- Dylan16807 8y agoSending twice as many packets and losing 1% of them should be playable.
- gsich 8y agoMaybe if you send some packets twice. Otherwise no. Packet loss is deadly.
- Dylan16807 8y agoI would go so far as to say that netcode for an FPS is objectively wrong if it's not sending data in a redundant form that can tolerate lost packets.
- gsich 8y agoTolerate yes, but it will still have an impact. In case of an online shooter, resending it will cost an additional RTT. If that resend is even happening, the next packet will make the dropped one obsolete.
- gsich 8y agoBandwidth is not the issue in PUBG.
- marzell 8y agoYeah exactly... while higher bandwidth may open the door for some new things in games... I think it's possible there is not a single game out there that really needs even as much bandwidth as a single HD video stream. The limiting factor is really latency and jitter.