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#Actualpapalazaru

Posted 07 December 2012 - 09:55 PM

Yeah, it means you will add a little overhead on packets (say, one byte, for a maximum of 256 clients). in a peer-to-peer star configuration, 16 players, 20 fps that's 8 bits * 20 * 15 = 2.5 kbits/s. That's about one percent of the total traffic on average (tabbing on a 256 kbit/s maximum game bandwidth).

For a pure client-server architecture, most of the bandwidth load will be from server->client, the client->server traffic is usually much, much less, and then the overhead (since only clients need to communicate their ticket back to the server) is statistically insignificant.

#3papalazaru

Posted 07 December 2012 - 09:55 PM

Yeah, it means you will add a little overhead on packets (say, one byte, for a maximum of 256 clients). in a peer-to-peer star configuration, 16 players, 20 fps that's 8 bits * 20 * 15 = 2.5 kbits/s. That's about one percent of the total traffic on average (tabbing on a 256 kbit/s maximum game bandwidth).

For a pure client-server architecture, most of the bandwidth load will be from server->client, the client->server traffic is usually much, much less, and then the overhead (since only clients need to communicate their ticket back to the server) is statistically insignificant.

#2papalazaru

Posted 07 December 2012 - 09:54 PM

Yeah, it means you will add a little overhead on packets (say, one byte, for a maximum of 256 clients). in a peer-to-peer star configuration, 16 players, 20 fps that's 8 bits * 20 * 15 = 2.5 kbits/s. That's about one percent of the total traffic on average (tabbing on a 256 kbit/s maximum game bandwidth).

For a pure client-server architecture, most of the bandwidth load will be from server->client, the client->server traffic is usually much, much less, and then the overhead (since only clients need to communicate their ticket back to the server) is statistically insignificant.

Furthermore,

#1papalazaru

Posted 07 December 2012 - 09:52 PM

Yeah, it means you will add a little overhead on packets (say, one byte, for a maximum of 256 clients). in a peer-to-peer star configuration, 16 players, 20 fps that's 8 bits * 20 * 15 = 2.5 kbits/s. That's about one percent on average.

For a pure client-server architecture, most of the bandwidth load will be from server->client, the client->server traffic is usually much, much less, and then the overhead (since only clients need to communicate their ticket back to the server) is statistically insignificant.

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