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Posted

I was wondering, if some amount of crashes in DCS World are coming from a networking part of application, would there be any of you that have an idea how to do "Traffic Shaping" so that DCS World (Or LockOn 3, or any application whatsoever) has a priority in package distribution over LAN/WAN/VPN/WWW?

Please, try to answer with specific details and possible solutions regarding the use of "Traffic Shaping".

 

For those that want to follow this thread, and are not aware of what the term means, wiki has an article about it.

Link: Traffic Shaping

 

Thank you.

Posted (edited)

I don't now how Traffic Shaping, being mainly of interest to ISPs would relate to DCS. The problem is on the client / server side with DCS, not the infrastructure itself (it's not overloaded infrastructure / bandwidth limit, like in tipical ISP problem scenario).

 

Problem, as far as I understood devs who post on this forum, is (was) in outdated netcode originated in legacy Lockon (Flanker?) titles, where we had much simpler modelling of everything - with DCS and now Combined Arms and FC3 we suddenly have huge increase of data needed for smooth multiplayer and the old netcode was simply not up to the task to handle this smoothly.

 

They've started to write completely new netcode, but apparently had to hurry up 1.2.3 release, so it's still WIP - currently maximum of 16 players is the number which ED recommend for smooth and stable online play.

Edited by danilop
Posted

So, basically, the work done on 1.2.3. is not final and we will se more improvements?

Excellent.

You replied well about Traffic Shaping, but the term may be implied on local traffic shaping. There are way more protocols that use network than you can see. And none of them needs to overwhelm the bandwidth to make DCSW crash. They just have to collide in one point and force your OS to break operation, thus giving you ping timeout or broken connection.

Developers should not focus only on bandwith exploatation metods.

 

Thanks for your reply :)

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