Article View: alt.games.unreal
Article #66Multiplayer isn't so bad
From: Brian Pass
Date: Tue, 26 May 1998 00:00
Date: Tue, 26 May 1998 00:00
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1767 bytes
Just wanted to post a positive report on Unreal internet play. I've
been hosting games, via cable modem, for the past three days with
decent results. Far more playable than any games I've connected
to via GameSpy (ie PlanetUnreals 4 servers). Maxinum number of
players so far has been 5, but using unreal net math I should be
able to handle about 10 with my 300Kbps of upstream bandwidth.
So far only a couple of people out of about 20 have complained
about bad lag. Find me (photonic) on irc.gameslink.net in the Unreal
channel and I'll serve up a game if ya dont believe it.
A few tips for improving your net games:
In Advanced options>>Network>>TCP/IP...
1. All clients MUST set thier maxticks setting to 1
2. Set the default byte limit to match your modem speed. 2800=28.8,
5600=56k, 12800=ISDN, and for me 30000= cable
3. Servers should set maxticks between 15-32. I use 32, because I
found that as I lower towards 20 my preformance takes a major hit
while clients get mostly unnoticeable improvements.
4. Set your cachlimit to 10 below your physical memory in the game
engine settings. Don't know the effect in MP, but I got a big boost
at the opening fly-by.
Doing the above should help improve performance for most people. At
least until a patch makes it's debut.
--
Brian Pass
photonic at mediaone dot net
TO REPLY, REMOVE _brian from my e-mail address above.
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From: Brian Pass <photoni...@mediaone.net> Subject: Multiplayer isn't so bad Date: 1998/05/26 Message-ID: <356B7C44.C3BA3340@mediaone.net> X-Deja-AN: 356838082 Mime-Version: 1.0 Organization: MediaOne -=- Western Region Newsgroups: alt.games.unreal Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit