Path: chuka.playstation.co.uk!news From: Mark.Dickman@elmail.co.uk (Mark ) Newsgroups: scee.yaroze.programming.libraries Subject: Re: pc-side server (was Re: pc file handling ioctl etc) Date: Mon, 21 Apr 1997 11:54:02 GMT Organization: ElectricMail Ltd. Lines: 31 Message-ID: <335c51d9.261001370@news.playstation.co.uk> References: <333877DF.2FEC@supersonic.win-uk.net> <333A40A0.2D25@interactive.sony.com> <333AEE3C.7169D3B1@pi.net> <33413D27.4F90@supersonic.win-uk.net> <3340D509.4571@interactive.sony.com> <334832f6.10619960@news.playstation.co.uk> <33572500.5C0F@it.net.au> <01bc4c2a$b51dd5a0$4c10e8c3@fred> <335B4E29.33@interactive.sony.com> NNTP-Posting-Host: oneida.elmail.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.0/32.390 > >I think the main reason this hasn't been looked at is due to the >use of the serial connection making things slow; >ie the sending of data packets between the Yarozes would be >far too slow for playable games. Serial connection is slow? What about all the linkup games currently in existence. May I point out at this point the slowness of 28.8/33.6 modems which are used in TCP/IP-IPX based network games (eg. Doom, Quake). Seeing as you can drive a Yaroze at 115200bps, you can get approx 240bytes (NTSC) 288bytes (PAL) or of data into the Yaroze per frame refresh. I don't know what kind of processor load this would impose, but surely it can't be that high? >Will think about it though. Have a process running on the PC as a server to just download world data to the Yaroze, and talk TCP/IP to a server housed somewhere at SCE[EAI]? :-) If you can't then I can probably get a server housed on our DMZ. I'll have to think a bit more about this... Or am I talking rubbish? Mark, off to chat to more techies about bandwidth, protocol overheads, etc...