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Peter Amstutz wrote:

> Well, while it's not my intention to put in an inordinant amount of
> effort replicating the exact gameplay of Quake or whatever, so far as
> timing and latency goes one of the reasons for writing VIP (with it's
> Low Latency Protocol module) was precisely to have a lower layer which
> would be suitable to support those sorts of "twitch" games.  Clearly if
> we can scale to handle that, then less lag-sensitive apps won't be a
> problem :-)

Yes, though remember that the entire Quake game was structured around
firing off those packets as fast and as regularly as possible.  I am
pretty sure that graphics rendering was even tied to the network cycle?
So when you lagged, the entire screen stopped?   By nature we will have
a much more asynchronous game.  Or has my memory fogged ? :)

Reed



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