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Originally Posted by swimsalot
the host has a Firewall running? Seems like this would prevent the initial connection, not later in a game.
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If a stateful firewall "forgets" a connection, which should only happen when the connection has been inactive for minimum a few minutes (dw will send several packets a second, I think, and time out itself before the firewall does) or if the router/firewall gets reset while playing, then that will kill a connection.
I'm with you here, this is not particularly a problem. That's why I outright lie about my firewall being down, as long as it's not initial connecting that's the problem.
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b.too much data/too little bandwidth? This seems most likely to me, because people often lag or get dropped when missiles start flying.
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There's a reason few realtime games use directplay. And those, who are serious and do that, often switch later when they find out how bad it is.
I suspect that instead of letting the missiles fly, letting their position be a result of lastpos+course*speed*time until course or speed changes, DP insists on transmitting it every frame it has moved more than a certain distance since last time it was sent. (= every frame for fast missiles)
So this is indeed a factor.
Couple this with the fact that DP is strictly client-server, and you have a host tasked with retransmitting the information to everyone. The host then has to send x players' worth of data to x-1 players. And that does not include same-platform data of a multistation game.
Add the fact that most people are on asymmetric lines with relatively small upload capacities, and you'll perhaps see a problem.
I hear they played DW on a lan, and got a lot of players (16?) in a stable game, sometime before the 1.0 (battlefront) release. LAN reads "unlimited bandwidth" in game development terms.
THe last times I played MP, people dropped (nearly always) because DW crashed on their computer.
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(snip vague mission specs) Does the host need to be a server, or on a T-1 line?
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"...be a server" - mind trying to say it again, only what you really meant this time?
The host of a game doesn't need a particularly powerful pc. DW only needs PCPOWER(tm?) for time compression. The data routing implied by MP should have a minimal impact.
I don't remember the capacity of a t1 at the moment, and I don't know how much bandwidth any particular scenario in any particular player configuration in any particular game situation actually demands.
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b. Would turning off any "eye candy" affect the lag?
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If these things are a problem, you're already having a playability problem, probably even in singleplayer.
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- Does Ventrillo cause/affect the lag at all?
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Short answer: Yes.
Long answer: Negligible if you're not on 56k modem or similar. (1ch ISDN)
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The whole point of DW is that it has different platforms, allowing a total sea/air battle. If we can only play with 2 or 3 subs without incurring lag, we're getting shortchanged.
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Early MP was plagued by mission makers sticking every conceivable platform in a mission and the host then trying to fill every platform. The question was always
who drops, not if. Only on a very rare occasion was the answer 'nobody'.
What we can do? Only play missions MP made by sensible authors, who avoids "The great missile exchange", "ambient" ships every 1sqnm in a mission area of 100sqnm (haven't actually seen that) and ... (taking suggestions here)