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Reflex arena picmip
Reflex arena picmip












reflex arena picmip
  1. Reflex arena picmip how to#
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I don't know where the optimized network code went into (maybe optimized from Q2, I heard some pretty bad stories about network performance there). In GameSpy I'll find a 50-80ms server, and it's 150 once I'm playing (just press Tab to see the scores list). Also, server ping and actual player ping seem to differ a lot in Q3. Less than 15, almost like a local network game, under 50 is ideal, you're getting into grey territory after that. It's playable, but just not fun, it's not what I paid $75 CDN for. Now with Q3 anything over 90 really is useless. Never played Q2, I thought it sucked for multiplayer, and I liked TF better anyways (until Q1 got opensourced). You'd certainly notice the difference at lower ping levels, the game is almost crisp and solid at 100 and below. 250 is about the lowest you can get on a 56k modem. In fact, I was always a top ranked player on TF servers, wherever I played. Playing Q1 with 250ms ping (and very little pl) was almost smooth. This new RPS game goes beta in about two weeks.

Reflex arena picmip how to#

So, new games are definitely going to take into consideration lag times by concentrating onto things like the client and how efficient it is regarding the transmition and reception of IP traffic, how the servers work (Think Battlenet for a moment), and how to make the overall online gaming experience better than it has been in the past. This, among other projects for their networks. I now have to do things like packet capture analisis to figure out the packet patterns of the game client, and how to maximise transit priorities for these packets. They know that most people do not have broadband yet, and are aiming for 56K modem dialup users. To say the least, they are taking the network lag time very very seriously. I am their new network engineer who is currently reviewing their current router and switch setup, how their network topology is set up, and making suggestions on how to change things before their network goes live. Because the game is entirely online, they are taking very serious consideration into the needs of the network and the players that will be connecting over that network. As of today, I just worked my first day at a gaming company that is preparing a new entirely online RPS game.














Reflex arena picmip