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31274: Re: [MUD-Dev] The Lag monster...

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From: Ben Carter <bcarter-dv@gumdrop.flyinganvil.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 18 Nov 2004 11:20:24 -0600
References: [1]
Organization: Kanga.Nu
On Thu, Nov 11, 2004 at 01:55:25PM -0800, Harlan Beverly wrote:
> "Sean Kelly" <sean@f4.ca> wrote:

>>> I can see how optimizing the data sent might help performance,
>>> but I don't think data transfer is the bottleneck in regular
>>> gameplay.

> By your own admission, in some cases Data Transfer is one of the
> bottlenecks.  (such as when you were on a bad broadband
> service... and no doubt especially for modem players).  So for
> these players, data compression, grooming, etc. would indeed
> improve their apparent laggieness.  (the question would be to what
> extend?)

I recommend looking up the OSI layer model; while TCP/IP may not map
perfectly to this, it is still a good thing to be familiar with.
What you are describing (a NIC) works at the bottommost layers
(1/2).  What you are attempting to fix is a function of all the
layers *above* this; while it is _possible_ for the bottom layers to
cause problems, in most actual cases (and specifically in many of
the things you describe) perceived problems are a function of higher
layers; their characteristics are the dominating factor in
performance.

--
-Ben Carter
Human beings, who are almost unique in having the ability to learn from
the experience of others, are also remarkable for their apparent
disinclination to do so. - Douglas Adams, "Last Chance to See"
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