Advertisement

Arcade racing game network strategy.

Started by November 23, 2005 11:47 AM
10 comments, last by oliii 19 years, 2 months ago
Just wanted to note that games like GTR and F1 Challenge run like a dream when hosted P2P on DSL, no lag or jitter even at the start.

I have however no idea how they solved the inherent problems with lag - maybe they didn't and you need <45ms ping for good results (we're 9-12 people racing, and range from 14-60ms to the server usually) - if you have a 500ms ping you simply shouldn't race online, and the game maker shouldn't try to solve problems like that. IMO.

EDIT: Found this Gamasutra article in an older post on this forum:
http://www.gamasutra.com/features/19970919/aronson_01.htm

[Edited by - Xipe on November 29, 2005 3:09:21 PM]
--There is only one basic human right and that is the right to do as you damn well please, and with that right comes the only human duty; the duty to take the consequences.-- P.J. O'Rourke
there are standards you have to consider when making a game for consoles (and PCs).

I can't remember the TRCs exactly, but it's roughly, 100ms latency, 5-10% drop, 8k download, 2k upload bandwidth, and game never drops a client, no matter how bad, something like that. It's not too bad. I've run the game I was working previsouly on for hours with 60% packet loss, and latencies of up to 500ms. That was quite a test. We also run regular tests with servers in the UK, and players in California, and vice versa, and the game was very much playable (pings up to 200-300ms).

All in all, if your game can take this, it can take anything!

Everything is better with Metal.

This topic is closed to new replies.

Advertisement