OpenMosix for the creation of low-latency, high-efficiency game clusters

نویسنده

  • Carlo Daffara
چکیده

These games are structured in a strictly client-server style, where the client is the game installed on the player's PC or console, and the server maintains the status, the interaction of players with the environment and the unraveling of the game story. Traditionally, the client/server interaction is maintained using many small UDP packets; most server systems use differential prediction techniques and latency-hiding systems to preserve a smooth playing even in presence of network congestion, packet loss and uneven traffic loads. For a high quality experience, the maximum total ping (round trip) time must be below 150 msec, and the game server must gracefully degrade performance under high load.

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تاریخ انتشار 2002