Forged Alliance Forever Forged Alliance Forever Forums 2013-05-17T15:24:31+02:00 /feed.php?f=2&t=3915 2013-05-17T15:24:31+02:00 2013-05-17T15:24:31+02:00 /viewtopic.php?t=3915&p=42335#p42335 <![CDATA[Re: Connection for large multiplayer games]]>

Statistics: Posted by Flynn — 17 May 2013, 15:24


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2013-05-16T23:24:27+02:00 2013-05-16T23:24:27+02:00 /viewtopic.php?t=3915&p=42254#p42254 <![CDATA[Re: Connection for large multiplayer games]]> Statistics: Posted by johnie102 — 16 May 2013, 23:24


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2013-05-15T16:34:00+02:00 2013-05-15T16:34:00+02:00 /viewtopic.php?t=3915&p=42074#p42074 <![CDATA[Re: Connection for large multiplayer games]]> Statistics: Posted by ZaphodX — 15 May 2013, 16:34


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2013-05-15T14:18:09+02:00 2013-05-15T14:18:09+02:00 /viewtopic.php?t=3915&p=42061#p42061 <![CDATA[Re: Connection for large multiplayer games]]>
... 25 kBIT/s! ;)
you have ~1200 kBIT/s (125 kBYTE/s = 1 Mbit)

;)

Statistics: Posted by discoverer2k4 — 15 May 2013, 14:18


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2013-05-15T13:46:13+02:00 2013-05-15T13:46:13+02:00 /viewtopic.php?t=3915&p=42058#p42058 <![CDATA[Re: Connection for large multiplayer games]]>
eXcalibur wrote:
you need about 25 kbit/s UPLOAD speed and DOWNLOAD speed per person you play with.

This cannot be accurate, I have 1mb upload (125kB/s) and I can play 4v4's no problem.

Statistics: Posted by ZaphodX — 15 May 2013, 13:46


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2013-05-15T17:22:55+02:00 2013-05-15T12:46:04+02:00 /viewtopic.php?t=3915&p=42053#p42053 <![CDATA[Re: Connection for large multiplayer games]]> to show your connection to all other players, play a game and press F11 ingame. then you see the pings to all other players. when the ping is below 500 to all players all the time (just watch it for 30 seconds), then your connection is fine. this may change during a game (especially when a lot of units are on the field). just check again in late game.
when the ping to all other players is not stable, but jumps from 100 to 999 (which is above 500, therefore the game gets slown down), then your connection is unstable. when this only happens to one other person, that persons internet connection is the cause of lag (a stutter in the flow of the game - everything stands still for a little bit and then moves on again).

the slowdown of game is another problem. you have to look at the CPU score of other players before the game gets started.

Statistics: Posted by eXcalibur — 15 May 2013, 12:46


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2013-05-15T08:42:25+02:00 2013-05-15T08:42:25+02:00 /viewtopic.php?t=3915&p=42029#p42029 <![CDATA[Re: Connection for large multiplayer games]]>

Statistics: Posted by Flynn — 15 May 2013, 08:42


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2013-05-14T18:54:11+02:00 2013-05-14T18:54:11+02:00 /viewtopic.php?t=3915&p=41948#p41948 <![CDATA[Re: Connection for large multiplayer games]]>
Flynn wrote:
Just been in a 6v6, been told my connection is too slow. I have a 2Mbit connection with .5 Mbit upload. During the game we suffered terrible lag, so I did the right thing and quitted. The question is, what connection speed should I be looking at for large scale multiplayer games?


Theoretical it should be more than enough. Maybe you've a wireless connection with 10 walls between the router... You can easily check this with torrents or speed tests (google).

It's highly unlikely your connection is too slow tho, so it's probably just bad luck :)

Statistics: Posted by lextoc — 14 May 2013, 18:54


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2013-05-14T16:14:33+02:00 2013-05-14T16:14:33+02:00 /viewtopic.php?t=3915&p=41921#p41921 <![CDATA[Re: Connection for large multiplayer games]]> Statistics: Posted by ZaphodX — 14 May 2013, 16:14


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2013-05-14T15:36:13+02:00 2013-05-14T15:36:13+02:00 /viewtopic.php?t=3915&p=41917#p41917 <![CDATA[Re: Connection for large multiplayer games]]>
Keep in mind that SupCom was only designed for 8 players ...that game was 150% above spec.

Other considerations are map size and unit count.

12 Player maps that are larger than 10x10 are too big for net play. If you load up a 12 player 20x20 with 1000 units it is bound to fail unless your on a LAN. Just one slow computer or connection will kill the game for all and you have a high chance with 12.

roj
PS this is another example of where scripted build restrictions are sometimes used ....by restricting say Air or Navy the 12 player map may not lag as bad.

Statistics: Posted by AwarE — 14 May 2013, 15:36


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2013-05-14T10:08:40+02:00 2013-05-14T10:08:40+02:00 /viewtopic.php?t=3915&p=41866#p41866 <![CDATA[Re: Connection for large multiplayer games]]> Statistics: Posted by Ze_PilOt — 14 May 2013, 10:08


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2013-05-14T07:25:13+02:00 2013-05-14T07:25:13+02:00 /viewtopic.php?t=3915&p=41854#p41854 <![CDATA[Re: Connection for large multiplayer games]]> Consider this: the minimum requirements originaly published for supcom were 56.6 kbps!

Statistics: Posted by prodromos — 14 May 2013, 07:25


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2013-05-12T21:40:09+02:00 2013-05-12T21:40:09+02:00 /viewtopic.php?t=3915&p=41655#p41655 <![CDATA[Connection for large multiplayer games]]> Statistics: Posted by Flynn — 12 May 2013, 21:40


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