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DirectPlay reasonable size?

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Howdy, I have just started planning the server/client part of my game and would like to know if anyone has any data on what a good data-transmission size is. I am figuring that anything over about 2k/second is way too big for the internet, but I could be hopelessly wrong and I just don''t have the internet resources to do any testing. I can take a lot of the object locations and do them in a predictive fashion on the client (just about everything except player and npc character locations), but... I would prefer to have as little prediction going as possible. I have plenty of talent and vision, I just don''''t give a damn.

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A 56k modem can handle 7168bytes of information per second at it''s peak. At that point the game will go to a crawl as it tries to process all the messages comming in.

There''s no point in placing a limit to achieve. Just keep packets as small as possible.

Work in integers and look for ways to improve your messaging system. Scripting is essential.


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