[Home] [Groups] - Message: [Prev in Group] [Next in Group]
31320: Re: [MUD-Dev] The Lag monster...
[Full Header] [Plain Text]
From: Morris Cox <morriscox@gmail.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 24 Nov 2004 09:39:37 -0700
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
On Tue, 23 Nov 2004 15:46:24 +0100, Miroslav Silovic
<miro@puremagic.com> wrote:
> Let'd do a little calculation here. Suppose you have 100 visible
> objects, and send position updates 50 times per second. Homogenous
> matrix in single precision is 4x4 floats, or 64 bytes. Since you
> won't want to do scale, skew, or projective transformations,
> you're down to 6 independant components for translation +
> rotation. This gives you 4*4*4by * 100 * 50 = 120KB/sec. But even
> a crude lossy compression will give you a huge ratio - most of
> those 100 objects will not move quite /all/ the time, and you're
> allowed to nib a bit here and there, and the components of these
> matrices can be pretty accurately predicted from frame to
> frame. I'd say 1:20 is a reasonable minimal ratio you can
> expect. At 1:20, this is 6kb/second. For 100 objects at 50 fps,
> without too many fancy techniques.
4*4*4*100*50 gives me 320,000. Converting that to KB gives me
40,000. And if you consider the 1024:1 ratio, I don't see how you
get 120KB/sec.
--
Morris Cox, INTP
Web review and development, Internet consulting, game design
http://www.legran.com/sitereview
http://groups.yahoo.com/group/advancedideas Advanced Ideas
http://groups.yahoo.com/group/ahandup/ A Hand Up
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev