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gamecube vs xbox ping times
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antron
Kai Beginner
Joined: 13 Jun 2004
Posts: 15
Location: USA - Tennessee
Posted: Wed Jun 16, 2004 3:09 pm
Is it just me or does the GC require a much shorter ping time for real-time play than the xbox?
100 ms for 2 people in halo is not bad.
100 ms for 2 in double dash is about half speed.
is this what nintendo has done to DD on purpose?
DIE-HARD
Team XLink Administrator
Joined: 25 Apr 2004
Posts: 2024
Location: USA - Utah
Posted: Wed Jun 16, 2004 3:15 pm
no just lazyness and not caring to optimize the netcode.
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antron
Kai Beginner
Joined: 13 Jun 2004
Posts: 15
Location: USA - Tennessee
Posted: Wed Jun 16, 2004 4:36 pm
when we are finally able to run copies i hope someone hacks this game optimizes it.
kj05
Team XLink Moderator
Joined: 28 Apr 2004
Posts: 244
Location: USA - Ohio
Posted: Wed Jun 16, 2004 4:45 pm
would be nice but who knows if its really posible to change that cuz it would probly only work with other hacked versions.
-kj05
antron
Kai Beginner
Joined: 13 Jun 2004
Posts: 15
Location: USA - Tennessee
Posted: Wed Jun 16, 2004 5:47 pm
it looks like MKDD sends packets too often and waits for every one.
what if Kai only actually sent half of them, but then sent each one it receives twice to its local gamecube.
DIE-HARD
Team XLink Administrator
Joined: 25 Apr 2004
Posts: 2024
Location: USA - Utah
Posted: Wed Jun 16, 2004 6:59 pm
hehe because unless it gets (almost) every packet in order and correct the games will loose sync
so you cant just fake half the packets without screwing it up major
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XLink Kai.
GLOBAL NETWORK GAMING
DIE-HARD @ teamxlink.co.uk
antron
Kai Beginner
Joined: 13 Jun 2004
Posts: 15
Location: USA - Tennessee
Posted: Wed Jun 16, 2004 10:28 pm
DIE-HARD wrote:
in order and correct
how does it know the order? an index? maybe increment it.
why not interpolate all the data between the sent packets?
maybe all of this is impossible. i just want to spark some ideas.
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