Multiplayer Networked Gaming Development Concepts - Networked Virtual Environment Information Principle
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This brings us to the Networked Virtual Environment Information Principle. In short, it is represented by the equation Resources = M x H x B x T x P. M is the number of messages transmitted, H the average number of destinations for each message, B the average amount of network bandwidth required for a message to reach each destination, T timeliness with which the network must deliver packets to each destination, and P the number of processor cycles required to receive and process each message.
The lower the resources an MCG requires the better, so ideally engineers work to reduce all five variables. However, reducing any one variable means the MCG must compensate for it either through another variable or a decrease in the game’s quality. Of course it is the game’s requirements that dictate the final breakdown of each variable because each has individual effects.
Consistency and Responsiveness
Two more topics central to MCG networking are consistency and responsiveness. Consistency is the similarity of the view to the data in the nodes belonging to a network. A game like Counter-Strike requires great consistency, otherwise there would be many player-to-player conflicts regarding positions and hit boxes. Responsiveness is the delay it takes for an update event to register throughout the network. Once again, Counter-Strike requires great responsiveness or else the game would just be plain boring and unrealistic.
Outside of MCGs, consistency has been more important than responsiveness. But with real-time games like Counter-Strike that use interpolation and error correction methods, consistency is less important than responsiveness. It is often the fast-paced action of FPS games that make them appealing and without great responsiveness, this quality would not exist.
Next: Improving Consistency and Responsiveness >>
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