Online games pass mere kilobytes at a time. So I'm not surprised. There isn't a massive transfer of content such as Textures etc. normally (Second Life is an exception sort of).
All that flows between Game Client and Server, is some position data etc. Similarly with Xbox Live games. 2008/6/24 Jim Davis <[EMAIL PROTECTED]>: > Sandvine (producers of deep-packet-inspection and filtering equipment) have > released a report on total (American) bandwidth usage: > > http://www.multichannel.com/article/CA6572401.html?nid=4262 > > Here's the numbers boiled down: > > Peer-to-peer file sharing 43.5% > Web browsing 27.3% > Streaming media 14.8% > VPN 5.9% > Newsgroups 5.6% > Online games 1.4% > Voice over IP 0.2% > > Now Sandvine (who has a vested interest in convincing people that P2P is > killing Internet performance) may not be the best source of information, but > giving them the benefit of the doubt these are really interesting numbers. > > I assumed that USENet would make a stronger showing (and still assume that it > does outside the US) but am very suprised at the anemic showing of online > games (there's no detail, but I assume that this includes the consoles as > well as PC, but not HTTP game traffic). > > Neat stuff. > > Jim Davis > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Adobe® ColdFusion® 8 software 8 is the most important and dramatic release to date Get the Free Trial http://ad.doubleclick.net/clk;203748912;27390454;j Archive: http://www.houseoffusion.com/groups/CF-Community/message.cfm/messageid:262607 Subscription: http://www.houseoffusion.com/groups/CF-Community/subscribe.cfm Unsubscribe: http://www.houseoffusion.com/cf_lists/unsubscribe.cfm?user=11502.10531.5
