Online Speculation....

  • Thread starter Thread starter Minnesota01R6
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Hey guys, anyone who plays Socom II online may have noticed that they just added an INTERNATIONAL universe you can connect to. You can play people from anywhere in the world. This isn't a PD game, but it is published by SCEA. It left me asking myself if the inclusion of online could be the reason for the delay of GT4. If they are able to link up players from all over the world to play non-laggy FPS games, why can't they do it for a racing game?
 
It's not worldwide though. The people in Europe haven't got access to this new 'International Server' and probably never will.
 
It all depends on how much information is being sent back and forth across that network. What works for one game might not work for another.
 
True, but the amount of information transmitted for a car game would be rather small...latency would be much more important than transfer rate.

As far as where people can play from, I know the pacific rim is included, and I have played with a guy who had an english accent, although I didn't ask him if he was in Engand or just grew up there.
 
Remember were talking about SCEA and the GT series. For some reason those two dont mix well. SCEA's main concern is to just get us the main title and nothing else. I doubt they'd go through the same kind of trouble for the GT series here in north america.
FPS's are ok to play over a vast distance but something as percise as a racing game cant have lag at all. FPS's your not going to easily kill your gaming experaince becuase the game lagged for half or 1/4 of a second. In GT4 that would have a major impact, especially if you missed that all important brake/turning zone and ended up in the wall.
 
Minnesota01R6
True, but the amount of information transmitted for a car game would be rather small...
Are you effing kidding me ?... The amount of data send to and from in a racing game are INSANE....

If you're talking 6 cars on the track, you need (for a start) X, Y, Z coordinates for each car send to each participant. Then you need data for how the cars are rotated around the axis (again, X, Y and Z) - Then where they are located on the track. Then there's suspension. Is it compressed, extended. Are the front wheels turned..

I'm sure Famine will add a lot to this if I can find him....

/* Goes looking for Famine */
 
3rdgenracerX
In GT4 that would have a major impact, especially if you missed that all important brake/turning zone and ended up in the wall.
Your console will know where _you_ are going, at all times, but it may lose track of where other players are. Your console can accurately show you the walls and turns, but it's movements information from the various other consoles on the network that would be the problem (mainly with you bumping into the other players).

It would be kind of silly adding latency by first sending your data out, just to have to wait for it to come back in, to plot your own vectors.

Cheers,

MasterGT
 
It's true what Flerbizky said.Racing games usually tend to lag because there i so much data that needs to be sent to other racers.What i don't get is,if i'm correct you should only be able to play Online(with a PS2) if u have a broadband connection.I always thought that would suffice.Guess not.
 
People lag online because they have sucky broadband connection. It only takes 1 person with a bad connection in a room to lag everyone else. the game has to synchronise on the lowest denominator. If everyone would have 6500/900 broadband connection, lag would not be a factor in race with 6 cars.

Another problem that comes with online is the CPU usage that has to manage the packet transmission at all time. Add voice to the package and you can set yourself for a nightmare experience. This is why a same game will have 32 / 64 / 128 players online on pc with the same broadband connection.
 
Symtex
Another problem that comes with online is the CPU usage that has to manage the packet transmission at all time.
Especially with one of the PS2's libraries. According to one programmer who worked on ToCA2 networking code, the standard PS2 packet library siphoned off too much CPU overhead to get more than 8 players on-line. Without this restriction they figured up to 16 players were posssible.

Cheers,

MasterGT
 
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