DPlay8 vs. Winsock2 performance
I''m not interested in comparing the performance of DPlay4 and Winsock2 as well all know the answer to that one..
I''m trying to hunt around for any kind of detailed comparison between the two API''s, but I''m not able to find much..
I''m also not trying to start a flame war here...I just want some info (from either side or hopefully from those who''ve used both)..
thanks
DirectPlay''s TCP/IP implementation uses WinSock. Trying to compare the performance of the two would be rather silly, since one is built on top of the other.
Most professional developers tend to write their own high level networking code rather than using DirectPlay. This is probably because DirectPlay isn''t portable and hasn''t been all that good in previous versions of DirectX. However, assuming that you''re writing your game for Windows only, DirectPlay might be able to save you alot of time and effort. Performance shouldn''t be a problem as long as your game is designed with bandwidth limitations and network latency in mind.
Most professional developers tend to write their own high level networking code rather than using DirectPlay. This is probably because DirectPlay isn''t portable and hasn''t been all that good in previous versions of DirectX. However, assuming that you''re writing your game for Windows only, DirectPlay might be able to save you alot of time and effort. Performance shouldn''t be a problem as long as your game is designed with bandwidth limitations and network latency in mind.
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