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#Actualhplus0603

Posted 10 August 2013 - 12:29 PM

then you lose them in dozens, not just one

 

Very true!

 

In fact, most networking hardware seems to have too much buffering, rather than too little, these days, which leads to all kinds of bad oscillation behavior. (Google "buffer bloat" for examples from the TCP world.)

 

 

 

you wouldn't want to play a game in such a setup anyway

 

You might not want to, but your users are quite likely to try. (And over a 3G mobile connection. And over satellite internet. And over tin-cans-with-string using a carrier pigeon back-up.)

Guess who they will blame when the game doesn't work? Unless you have a very clear meter for quality, and very clearly shows how the quality impacts the game working or not, they will blame you.


#1hplus0603

Posted 10 August 2013 - 12:29 PM

then you lose them in dozens, not just one

 

then you lose them in dozens, not just one

 

Very true! In fact, most networking hardware seems to have too much buffering, rather than too little, these days, which leads to all kinds of bad oscillation behavior. (Google "buffer bloat" for examples from the TCP world.)

 

you wouldn't want to play a game in such a setup anyway

 

You might not want to, but your users are quite likely to try. (And over a 3G mobile connection. And over satellite internet. And over tin-cans-with-string using a carrier pigeon back-up.)

Guess who they will blame when the game doesn't work? Unless you have a very clear meter for quality, and very clearly shows how the quality impacts the game working or not, they will blame you.


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