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gafferongames
searching PlanetScale…
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31 ms
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391.
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by
gafferongames
12y ago
All that would be required IMO for this to be a perfect solution for time critical data would be if we had an IP packet header flag to indicate to routers that our packet is time critical, so if it can't be passed on immediately, don&#
392.
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by
gafferongames
12y ago
Yes. With great power comes great responsibility.
393.
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by
gafferongames
12y ago
You're going to be really disappointed when you learn how most games have been networked over the past 10 years.
394.
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by
gafferongames
12y ago
If we are to be concerned about 12kbps, just wait until my next article when I describe how much UDP traffic is blasted out by non-deterministic game networking models ;)
395.
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by
gafferongames
12y ago
The example described in the article sends an average payload of 6 bytes (smaller than UDP header) and converges to a steady state bandwidth that is a function of RTT and the number of player input changes per-second that is generally indep
396.
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by
gafferongames
12y ago
In the presence of packet loss that does not signal congestion, treating it as if it is congestion provides a lower quality result. http://1024monkeys.wordpress.com/2014/04/01/game-servers-udp...
397.
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by
gafferongames
12y ago
Sorry I was doing calculations at 2 seconds timeout. Lets make it even harder for the TCP truthers. Hold on to your neckbeards. Lets say that somehow sending 90 byte packets 60-times a second for 2 seconds is bad. Lets also say it would be
398.
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by
gafferongames
12y ago
This is not always true. Some amount of packet loss exists over WiFi and 3G and in this case this packet loss is not indicative of congestion.
399.
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by
gafferongames
12y ago
I don't want to play a multiplayer game with hitches every few seconds. You can't fix this with "smoothing" with deterministic lockstep model but you could fix it by increasing the playout delay buffer from 100ms to 250m
400.
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by
gafferongames
12y ago
To be clear, not all games are networked using the deterministic lockstep technique but most realtime games (FPS and so on) do use UDP to send time critical data, and implement some aspects of reliability, ordering and congestion avoidanc
401.
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by
gafferongames
12y ago
No the point of this article is to describe how deterministic lockstep works in the context of networking a physics simulation and how UDP is provably more efficient for sending time critical data over the internet in the presence of latenc
402.
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by
gafferongames
12y ago
Site is back up. Sorry for the downtime. Thanks site5.com for pulling the plug on my site arbitrarily! -- gaffer.