Dekstar
Companion Cube
- Joined
- Jun 4, 2004
- Messages
- 9,431
- Reaction score
- 11
Hey all. I was thinking about the lag inbetween a server recieving packets, and it sending the players position to other people's computers. On Source it's quite a bit I gather.
So I got round to thinking; How large is a packet? If it's not very large at all, and assuming all people playing would be on 1mb/s or up internet speed (with 25kb/s a LEAST upload speed), wouldn't a P2P server be possible?
Instead of sending packets to a server, the player's computer would send a packet of it's position to every player on the server, and would recieve a packet from everyone on their position. Wouldn't this cut out the extra lag created by having the server sorting everything out, since everyone's player position is sent directly to everyone else, and their computer calculates everything instead?
Or, even failing that, a part-P2P system. Like having the non-important packets sent directly to players computers (Like which way they're facing, or which weapon they have out) and just letting the server handle positions and firing? (Could be reversed so that firing and player positions are handled P2P, and non-important items are held by a small server, like the server starter)
Feedback would be good on this idea. Also there's a probability that cheating could be done very easily if this would be made. But either way...
So I got round to thinking; How large is a packet? If it's not very large at all, and assuming all people playing would be on 1mb/s or up internet speed (with 25kb/s a LEAST upload speed), wouldn't a P2P server be possible?
Instead of sending packets to a server, the player's computer would send a packet of it's position to every player on the server, and would recieve a packet from everyone on their position. Wouldn't this cut out the extra lag created by having the server sorting everything out, since everyone's player position is sent directly to everyone else, and their computer calculates everything instead?
Or, even failing that, a part-P2P system. Like having the non-important packets sent directly to players computers (Like which way they're facing, or which weapon they have out) and just letting the server handle positions and firing? (Could be reversed so that firing and player positions are handled P2P, and non-important items are held by a small server, like the server starter)
Feedback would be good on this idea. Also there's a probability that cheating could be done very easily if this would be made. But either way...