i've said "as an option" oh and yeah, its ok to multicast to those
only who support it and unicast to the rest, isn't it? plus a bit of
control over it for server admins and we hit the jackpot in the near
future.


2005/7/17, e-Plutonia <[EMAIL PROTECTED]>:
> IPv6 in US, yes at least 1/2 a decade, in europe, they may have parts
> set with IPv6, in which case, implementing this in the near future
> would not be such a dumb idea. And also considering that right now
> IPv6 > IPv4 & vice versa translations are possible. Just not multicast
> traffic yet.
>
> On 7/17/05, Steve Dalberg <[EMAIL PROTECTED]> wrote:
> > Ok, it appears that you have heard about multicast, but haven't actually
> > tried to use it...  First thing, the application (server and client)
> > would have to support it...  Second, this would only work on a LAN or
> > enterprise environment, as internet carriers do not share multicast
> > routing info. And if it were a LAN, why bother, since bandwidth is not
> > an issue...  Lastly, and I'm not sure on this, but I don't believe that
> > all updates from a server to client are identical, but I'm not sure...
> > Could be, in which case if everything above was obviated, then it would
> > work.
> >
> > IPv6 does address this, as Multicast addresses will be a subset of IPv6
> > larger networks, but it is still unclear of carriers will support actual
> > multicasting.  Still about a decade off anyways (except for those in
> > Asia maybe)
> >
> > krio the d34d1 wrote:
> >
> > >why not to use multicast, probably as an option, for server -> clients
> > >packet flow?
> > >lets see.
> > >let "a" be the ammount of bytes to be send to specify a full one
> > >player state at a frame(coords or whatever)
> > >let "n" be the number of players.
> > >
> > >current way, if i get it right:
> > >clients -> server: a*n
> > >server -> clients: a*n*n (should be a*n*(n-1) but world isnt perfect)
> > >sum: a*(n+n*n)
> > >example 32 players: a*1056
> > >
> > >multicast way:
> > >clients -> server: a*n
> > >server -> clients: a*n
> > >sum: 2*a*n
> > >example 32 players: a*64
> > >
> > >
> > >that would erm cut like 93.9% of bandwidth used on a 32 slot server?
> > >
> > >_______________________________________________
> > >To unsubscribe, edit your list preferences, or view the list archives, 
> > >please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
> --
> DJ Fadyeyev
> Founder
> e-Plutonia
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Reply via email to