[sldev] Re: About Viewer Performance & Re: Running First Look In
Debug
Skal Tura
skaltura at gmail.com
Mon Mar 19 13:43:59 PDT 2007
"The fix is to change most of the updates to TCP from UDP"
I would think that anything which need to be even approximately real time
needs to be updated via UDP, for simple reasons.
TCP has it's downside, from it's strength.
I think i've lost the point into the noise (tried looking for past
mailings), so what's the idea, to fix what exactly and why?
As a past multiplayer FPS addict i get schills when somebody talks about TCP
for something realtime for both ways, lol.
I get the feeling that viewer tries to time things right, and not just try
the "bruteforce" way?
"Oh, hasn't finished loading, scrap this, move along until data comes"
What am i missing here? I would think that just draw everything for which
there is all (most) data already, try to guess part and let the data come
whenever it suits for network.
And yes, i am avoiding of setting up my development environment, i would
then spend 2 weeks with little sleep and guess i would end up rewriting
large sections, gotta get food on the table rather :)
Oh yeah, when you don't look at any of the consoles, is this data still
gathered? It's awfull lot of data, and if there's a sane method NOT to
collect it constantly, it might give a few percentages, perhaps.
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