Path: chuka.playstation.co.uk!news From: doug mansell Newsgroups: scee.yaroze.programming.libraries Subject: Re: pc-side server (was Re: pc file handling ioctl etc) Date: Mon, 21 Apr 1997 22:33:58 -0700 Organization: PlayStation Net Yaroze (SCEE) Lines: 53 Message-ID: <335C4DC6.3DE7@it.net.au> 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> <335c51d9.261001370@news.playstation.co.uk> NNTP-Posting-Host: 203.8.117.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (WinNT; I) Mark wrote: > >I think the main reason this hasn't been looked at is due to the > >use of the serial connection making things slow; > 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). Exactly! I remember attempting multiplayer Linux Doom across 14.4k and flooding my modem, but these days the games are written with modem players in mind and I believe are actually quite playable at 28.8k. I still have a slow modem, so I don't try these things at home. :) > 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? Obviously across the internet and down a modem then into the yaroze, the modem is going to be the slowest part, so you'd want to write your game with a target bandwidth of 28.8k. I'd imagine the yaroze could manage that. :) I'm no expert in the field but I suspect you could get away with as low as 10 updates per second. I believe Quake keeps the frame rate high by not waiting about for updates and predicting user and object movement when updates get dropped. ("finger johnc@idsoftware.com" for lots of interesting stuff) > >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... Yes, certainly lots to think about. > the internet.. :-) > Mmm... :) > Or am I talking rubbish? No, I don't think so. Now we need someone to just do it. cheers, doug