Apparently, for the pyglet-twisted reactor you mentioned, you can change the ping by altering the call-interval setting, but you will still hit a wall at some point, check this issue:
http://code.google.com/p/pyglet-twisted/issues/detail?id=4 Thomas On 19 mar, 07:14, caribou <[email protected]> wrote: > Hello, > > I'm fighting for weeks now, trying to make work twisted and pyglet. I > found several projects : > > * pyglet-twisted (pygletreactor) > * a simple coiterate snippet in this very group > * and a few other ones from different projects > > My problem is that with all my tests i can't get les than ~40ms ping > on a local server. Actually the communication duration is quite ok but > once the information is on the client-side there is some latency. I > guess this is an event handling "problem". > > I made a lot of tests on different machines, in different situations, > twisted alone is ok, mixed with pyglet it isn't. > > I'm doing a realtime network game, should i go with these 40ms ? > Knowing that 80ms is kind of the max ping a player could tolerate, > that would mean that a player need a maximum of 40ms to reach a total > of 80ms "playable" ping. > > Any advise, clue ? -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
