Dash_Fox said:
I read somewhere that on smash online (or online games in general, especially over kaillera) depending on how fast you set your connection, it limits how many actions go through over the net per second. I don't know the numbers, but on "Good" connection on kaillera, it sends 18 - 25 actions per second I think. It's just the way online works I believe.
Kaillera/EmuLinker a tad different in the way they handle delay, and lag. However in a nutshell. No actions are limited to a specific number; You should be sending X actions a second, X being the number of times a game needs input. This number is dependent on the ROM itself. (For N64)
Delay is calculated by connection settings, and ping. (for EmuLinker it is calculated by the worst ping)
The reason DI is harder online is because of timing, but it is in theory easier to do when a game lags.
Keyboard DI seems easier because you can easily press a direction at full force and quickly rotate in the cardinal 8.
Another thing to consider is the size of the data being sent, and the speed of the emulator.
For comparison MAME sends 2 bytes a message, Mupen64K send 4 bytes a message, PJ64K sends a whopping 24 bytes a message. (per player)
4 Players on MAME: 480 bytes a second. (0.46875KB/s)
4 Players on Mupen64K: 960 bytes a second. (0.9375KB/s)
4 Players on Project64K: 5760 bytes a second. (5.625KB/s)
Modem Speed Comparison
56kbps will max out at 7KB/s
However, due to level restrictions, phone line quality and other factors, obtaining this theoretical maximum throughput for a dial up modem is technically impossible.
DSL between 32KB/s to 3000KB/s (Depending on the type of modem)
Cable Modem between 250KB/s to 6250KB/s (Depending on type of modem)
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Another thing to consider is the constant flow of overhead information coming into/out of the server, you have lobby chat, join/quit notifcations, server notifications, and game create/close notifcations.
On top of that you have external programs: AIM, MSN, mIRC, etc.
The last thing to consider in all of this is that not only must you send information to the server, you need to wait until the server recieves it, plus all other players information then sends it back to all clients, which ends up looping so all players recieve information.
So, there you have it...
Dash_Fox said:
You are excused.