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Mathos 6/14/08 3:16:21 PM
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Apprentice Member
Joined: 6/01/07
CUNGE FREE And Om nom nom free |
Originally posted by Avos
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ladyattis 6/16/08 10:52:56 AM
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Advanced Member
Joined: 10/22/04
mov ax, FUN |
Yep, certain client to server and vice versa operations are TCP based rather than UDP based. To explain, anything that's TCP based is sequential, that means it must arrive in the order that it's sent out, but UDP can be put in after the fact in sequence by the destination because each UDP packet is tagged where it should be placed. TCP is mostly used in real time operations whether it's a "must be live" video feed like what you might find on Internet2 or whether it's real time data communication (like that found on IRC clients who DCC files to each other), the time scale for such operations is very small and must be achieved within it. UDP is just any old operation that is not too time sensitive such as compressed audio or video streams, and even some downloading systems like Bit-Torrent which use HASH tables to maintain a file without issue. Edit: Also, some clients that I am familiar with like the Secondlife client often have three kinds of frame rates: client, network, and physics. In the case of Secondlife clientside frame rates are dependent on both network and physics, but to explain them briefly... Clientside is as the same suggests, it's what your client through your hardware can do. Network is a number of things not entirely under control of the servers related such as lag time and reliable packet transmission. And physics frame rate is entirely server side in that the physics engine that Secondlife uses is operated by the server and the results are sent to you remotely whether it's the particle physics or object physics. The latter two cause most of the loss in frame rate in Secondlife especially when a large number of players come together and a large number of scripts meddle with the physics engine in a given place too. Together or alone these factors cap the average frame rate for Secondlife even in top of the line systems to about 25-30 FPS even in a place where there's not much of any people or physics interactions occurring. |
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akevv 6/16/08 11:33:19 PM
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Advanced Member
Joined: 6/12/06 |
Lemme break out my credit card for $15 a month for a game that is "not that bad". I just love to give undeserving folks my money because the product has the Star Wars label. $180 a year for a game that has no expansions, no future except cut and paste instances, no respect for any progress made in the past, and the worst reputation in the MMO space. Umm, pass!!! |
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| Akevv Ostone |
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the_chan 6/17/08 2:27:50 AM
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Novice Member
Joined: 6/16/08
Support the Beijing Olympics! |
Originally posted by akevv
I have to agree with this entirely. I was SO disappointed with Star Wars Galaxies. The potential was there but it just wasn't utilised...actually even KOTOR2 (the last pretty good SW game I played) was shoddy in some places and the plot sort of tailed off... I felt that the entire interface and such like was just rubbish in SWG and that put me off completely. I cancelled my subscription needless to say... Does anyone think there's a possibility of another SW online game coming out sometime? One that isn't awful? |
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GrandAm 6/17/08 4:06:40 AM
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Elite Member
Joined: 9/21/06 |
Originally posted by akevv
Agreed I have had some fun in NGE myself but with elements that were reletivly unchanged since Pre-NGE. The last time I subbed I was bored. When I first started playing SWG as my first MMO I was playing KOTOR on my XBOX. When I first played SWG CU, I thought KOTOR was "not that bad" and SWG ruled. Now....I'm waiting for KOTOR.....Even if it turns out to be BS. Hope can carry farther than lies. |
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Lasastard 6/17/08 4:16:19 AM
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Hard Core Member
Joined: 3/31/05 |
'Hating' or 'Loving' a game is pretty pathetic, imho. It's just a game and there are things in the world more worthy of such strong emotions. As for SWG... I had lot of sympathy for the so-called Vets after both CU and NGE - played the game myself at various time points. But now it's just plain silly. This obsessivness can't be healthy and honestly just looks stupid - after all this time (not saying there was not reason for being angry back in the day of the NGE release). Not being able to let go of something as mundane as a computer game... get a grip, seriously. To the OP: Tried the game in May with the 30d Trial - and I must say that it is quite good nowadays. Lots of things to do, and the population on Farstar was quite decent - always found people in the cantina or active players to ask questions, got several guild invites too. Do I think a server merge would be needed? Sure. But the way SWG is designed it's just to difficult to do (housing, for one thing) - imagine all the bitching and moaning about player cities. omg omg... ^^ At the same time granting free character transfers would put those low-to-medium population servers over the edge. There is just no right way to do this and with all those rumors about a BioWare KotOR MMO... why would they do that to themselves? They can just as well wait it out ... |
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Obraik 6/17/08 6:16:03 AM
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Ewok
Joined: 5/02/05 |
Originally posted by Avos IF you were correct, as soon as I unplugged my network card or the server crashed, my frame rate would drop dramatically. This doesn't happen. The server only tells your computer where stuff needs to be drawn on screen. The stuff drawn comes off your hard drive. Once again, the FPS meter measures how quickly your PC is drawing graphics. Your computer is either drawing graphics or it's not, there's no inbetween - so waiting on the server to send stuff isn't going to affect your FPS at all or at least, a very minute amount. Likewise, a low frame rate on your end by no means determines that the server is lagging. The only way the server can cause your FPS to drop is by telling your PC to draw more items then it can handle but that's still not really the servers fault - it's up to the client to handle the scaling of the level of detail of the objects drawn so it doesn't over-burden your PC. I'm NOT saying it's not the SWG clients fault your FPS dropped, but the whole discussion started because someone in this thread associated the FPS meter as a direct indicator that the server is lagging, which is false. If your FPS is dropping, it's because your PC is under specced for the situation you're in or the client software has issues. This doesn't just apply to SWG, but most if not all MMO's you see in the list to the left. |
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Daffid011 6/17/08 8:36:22 AM
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Elite Member
Joined: 1/03/04 |
I've seen an entire guilds client freeze in EQ when every time vox did her deep breath attack. The packet flood from the server froze the game which disabled all FPS from the client computer. There are plenty of other examples, but this was my first real experience with it. Even with cable modems and adjusting the datarate setting in the .ini file, the flood was a time freeze.
Even beyond that I am sure that everyone has had those moments when their client freezes for several seconds and upwards when the servers "burp". You can here people on vent/teamspeak all say it at the same time, because something at the server level froze the graphics on all the clients. Perhaps they entire server rubberba | |