Re: Multiplayer Game lag Issue - Java-Games

This is a discussion on Re: Multiplayer Game lag Issue - Java-Games ; In article <bk8rln$3el15@imsp212.netvigator.com>, "L****a" <l****a@l****a.com> wrote: > Hello. > > I am interested to know who people handle the lag problem in multiplayer > game. > > When there is a server and 2 clients, let say one is ISDL, ...

+ Reply to Thread
Results 1 to 7 of 7

Re: Multiplayer Game lag Issue

  1. Default Re: Multiplayer Game lag Issue

    In article <bk8rln$3el15@imsp212.netvigator.com>,
    "L****a" <l****a@l****a.com> wrote:

    > Hello.
    >
    > I am interested to know who people handle the lag problem in multiplayer
    > game.
    >
    > When there is a server and 2 clients, let say one is ISDL, another is 56K
    > connection,
    > like the following:
    >
    > [ server ]
    > / \
    > / \
    > ClientA ClientB
    > (ISDL) (56K)
    >
    > As ClientA and ClientB send/receive paclets at different speed,
    > how to ensure ClientA and ClientB obtaining the same game content?


    Because the SERVER sends the packets at the same time. And the
    server-packets are designed to fit well within (meaning "about half the
    size of") the "minimum necessary bandwidth" to play the game.

    So, if you allow/support 56kbit connections, then you should plan things
    so that you only send ~2-3k of data/second.

    > People may say using UDP over TCP to avoid re-sending packet,
    > but how to ensure the UDP packet has been sent and received?
    > Are they missed or in a certain order?


    Send data that's either not absolutely required, or ok to get out of
    order, or that expires in a short time UDP. For example "the current
    state of the game" is no longer relevant 3 seconds, from now -- so if
    the client misses a frame, it's ok for them to just take the next frame
    and display it. Hence, UDP. Things that are critical, you might want
    to send TCP. Or, maybe you just want to put reliability markers in your
    UDP (i.e., make up your own reliability scheme.)

    --
    Please take off your shoes before arriving at my in-box.
    I will not, no matter how "good" the deal, patronise any business which sends
    unsolicited commercial e-mail or that advertises in discussion newsgroups.

  2. Default Re: Multiplayer Game lag Issue

    "Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
    news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
    > In article <bk8rln$3el15@imsp212.netvigator.com>,
    > "L****a" <l****a@l****a.com> wrote:
    >
    > > Hello.
    > >
    > > I am interested to know who people handle the lag problem in multiplayer
    > > game.
    > >
    > > When there is a server and 2 clients, let say one is ISDL, another is

    56K
    > > connection,
    > > like the following:
    > >
    > > [ server ]
    > > / \
    > > / \
    > > ClientA ClientB
    > > (ISDL) (56K)
    > >
    > > As ClientA and ClientB send/receive paclets at different speed,
    > > how to ensure ClientA and ClientB obtaining the same game content?

    >
    > Because the SERVER sends the packets at the same time. And the
    > server-packets are designed to fit well within (meaning "about half the
    > size of") the "minimum necessary bandwidth" to play the game.


    But there is also latency issues with modems, not just bandwidth. I guess
    you could delay sending packets to higher bandwidth players so they "see"
    the same game time, 100ms or so.

    Mike



  3. Default Re: Multiplayer Game lag Issue

    Vis Mike wrote:

    > "Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
    > news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
    >
    >>In article <bk8rln$3el15@imsp212.netvigator.com>,
    >> "L****a" <l****a@l****a.com> wrote:
    >>
    >>
    >>>Hello.
    >>>
    >>>I am interested to know who people handle the lag problem in multiplayer
    >>>game.
    >>>
    >>>When there is a server and 2 clients, let say one is ISDL, another is

    >
    > 56K
    >
    >>>connection,
    >>>like the following:
    >>>
    >>> [ server ]
    >>> / \
    >>> / \
    >>> ClientA ClientB
    >>> (ISDL) (56K)
    >>>
    >>>As ClientA and ClientB send/receive paclets at different speed,
    >>>how to ensure ClientA and ClientB obtaining the same game content?

    >>
    >>Because the SERVER sends the packets at the same time. And the
    >>server-packets are designed to fit well within (meaning "about half the
    >>size of") the "minimum necessary bandwidth" to play the game.

    >
    > But there is also latency issues with modems, not just bandwidth. I guess
    > you could delay sending packets to higher bandwidth players so they "see"
    > the same game time, 100ms or so.


    Much as it pains me to admit it, being a modem user, there is seldom
    good reason to limit other players because someone has a bad connection.
    If I were to connect to a foreign server, I wouldn't expect everyone
    else to have their pings suddenly shoot up to 600ms just because my ISP
    happens to route via satellite.

    The sad fact of the matter is that some people have faster connections
    than others. If I want to play anyway, I'm just going to have to live
    with that fact.

    Not saying you shouldn't plan for modem connections, but definitely
    don't be screwing everyone else's game for them. If a player has a nice
    low latency, high bandwidth connection, they should be allowed to use
    it. They're probably paying extra for the priviledge after all.

    --
    Corey Murtagh
    The Electric Monk
    "Quidquid latine dictum sit, altum viditur!"


  4. Default Re: Multiplayer Game lag Issue

    In article <bkbi9d$asu$1@bob.news.rcn.net>,
    "Vis Mike" <visionary25@_nospam_hotmail.com> wrote:

    > > > As ClientA and ClientB send/receive paclets at different speed,
    > > > how to ensure ClientA and ClientB obtaining the same game content?


    > > Because the SERVER sends the packets at the same time. And the
    > > server-packets are designed to fit well within (meaning "about half the
    > > size of") the "minimum necessary bandwidth" to play the game.


    > But there is also latency issues with modems, not just bandwidth. I guess
    > you could delay sending packets to higher bandwidth players so they "see"
    > the same game time, 100ms or so.


    Just as there are latency issues with the same speed connection but
    one's local and one's in Austrailia (assuming you're in the US.)

    AFAIK, none of The Big Boys bother to adjust for such latency -- it's
    just "part of playing the game", and I think this is a reasonable
    approach. It's not really practical to attempt to adjust for latency,
    and it'd sure stink if the game had to slow everyone down just because
    one guy halfway around the world with a bad connection logged on.

    If it becomes a real problem, I suppose one could set up servers in
    Europe and Asia, or some such -- but that strikes me as "a long way down
    the road."

    --
    Please take off your shoes before arriving at my in-box.
    I will not, no matter how "good" the deal, patronise any business which sends
    unsolicited commercial e-mail or that advertises in discussion newsgroups.

  5. Default Re: Multiplayer Game lag Issue

    "Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
    news:1063866865.407988@radsrv1.tranzpeer.net...
    > Vis Mike wrote:
    > > But there is also latency issues with modems, not just bandwidth. I

    guess
    > > you could delay sending packets to higher bandwidth players so they

    "see"
    > > the same game time, 100ms or so.

    >
    > Much as it pains me to admit it, being a modem user, there is seldom
    > good reason to limit other players because someone has a bad connection.
    > If I were to connect to a foreign server, I wouldn't expect everyone
    > else to have their pings suddenly shoot up to 600ms just because my ISP
    > happens to route via satellite.


    No, no. I wouldn't restrict them to 600ms! Unless the game was called
    'aggrivation'
    Maybe 100ms to lessen the latency difference.

    Mike



  6. Default Re: Multiplayer Game lag Issue


    "Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
    news:1063866865.407988@radsrv1.tranzpeer.net...
    > Vis Mike wrote:
    >
    > > "Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
    > > news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
    > >
    > >>In article <bk8rln$3el15@imsp212.netvigator.com>,
    > >> "L****a" <l****a@l****a.com> wrote:
    > >>
    > >>
    > >>>Hello.
    > >>>
    > >>>I am interested to know who people handle the lag problem in

    multiplayer
    > >>>game.
    > >>>
    > >>>When there is a server and 2 clients, let say one is ISDL, another is

    > >
    > > 56K
    > >
    > >>>connection,
    > >>>like the following:
    > >>>
    > >>> [ server ]
    > >>> / \
    > >>> / \
    > >>> ClientA ClientB
    > >>> (ISDL) (56K)
    > >>>
    > >>>As ClientA and ClientB send/receive paclets at different speed,
    > >>>how to ensure ClientA and ClientB obtaining the same game content?
    > >>
    > >>Because the SERVER sends the packets at the same time. And the
    > >>server-packets are designed to fit well within (meaning "about half the
    > >>size of") the "minimum necessary bandwidth" to play the game.

    > >
    > > But there is also latency issues with modems, not just bandwidth. I

    guess
    > > you could delay sending packets to higher bandwidth players so they

    "see"
    > > the same game time, 100ms or so.

    >
    > Much as it pains me to admit it, being a modem user, there is seldom
    > good reason to limit other players because someone has a bad connection.
    > If I were to connect to a foreign server, I wouldn't expect everyone
    > else to have their pings suddenly shoot up to 600ms just because my ISP
    > happens to route via satellite.


    you confuse two things: connection speed (ping) and bandwidth......



  7. Default Re: Multiplayer Game lag Issue

    "username" <e-mail@adress> writes:

    > "Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
    >
    > you confuse two things: connection speed (ping) and bandwidth......


    Most pings don't have anything to do with connections, measuring speed
    of packet transfer below any connection protocol. You send a packet
    requesting a packet back. The packet arrives 600ms later, or 300ms
    each way. A TCP connection would therefore take 900 ms. SYN, ACK,
    and SYN/ACK. (Is that the order?)


    Starling

+ Reply to Thread

Similar Threads

  1. Re: Multiplayer Game lag Issue
    By Application Development in forum Java-Games
    Replies: 8
    Last Post: 10-22-2003, 10:53 AM
  2. Re: Multiplayer Game lag Issue
    By Application Development in forum Java-Games
    Replies: 14
    Last Post: 09-25-2003, 06:27 PM
  3. Re: Multiplayer Game lag Issue
    By Application Development in forum Java-Games
    Replies: 0
    Last Post: 09-19-2003, 04:36 AM
  4. Re: Multiplayer Game lag Issue
    By Application Development in forum Java-Games
    Replies: 0
    Last Post: 09-17-2003, 11:54 PM
  5. Re: Multiplayer Game lag Issue
    By Application Development in forum Java-Games
    Replies: 0
    Last Post: 09-17-2003, 12:37 PM