![]() I had to do a few tweaks to get it reliable in certain situations, but so far it gives quite a substantial speed boost and doesn't seem to impact reliability. The only exception to this is when the host sends a beacon frame, but since these are sent at a fixed interval, it's not hard to take them into account. When the host sends a CMD frame, generally there won't be anything else being sent (other than replies and ack) until the end of the CMD_COUNT window, unless some clients failed to reply. ![]() The basic idea is that games send multiplayer data at a generally steady rate and the timings are predictable. I've been thinking about the problem and making another experiment, which seems more successful. If you're running into trouble: Howto/FAQ
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |