Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Iolo

DPlay8 vs. Winsock2 performance

This topic is 5728 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m not interested in comparing the performance of DPlay4 and Winsock2 as well all know the answer to that one.. I''m trying to hunt around for any kind of detailed comparison between the two API''s, but I''m not able to find much.. I''m also not trying to start a flame war here...I just want some info (from either side or hopefully from those who''ve used both).. thanks

Share this post


Link to post
Share on other sites
Advertisement
DirectPlay''s TCP/IP implementation uses WinSock. Trying to compare the performance of the two would be rather silly, since one is built on top of the other.

Most professional developers tend to write their own high level networking code rather than using DirectPlay. This is probably because DirectPlay isn''t portable and hasn''t been all that good in previous versions of DirectX. However, assuming that you''re writing your game for Windows only, DirectPlay might be able to save you alot of time and effort. Performance shouldn''t be a problem as long as your game is designed with bandwidth limitations and network latency in mind.

Share this post


Link to post
Share on other sites
Thanks a lot MattB. Sorry to be posting "yet another issue" about DPlay vs. Winsock.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!