30th October 2003, 11:00 AM
Well LL, having used XBConnect and the Gamespy XBox Tunnel, I can say why the Warp Pipe isn't the best solution. As has been said, it's somewhat inconvenient. Takes a while to fully understand exactly what needs to be done to set up the link first off, and after that it's all a matter of rushing between the computer and the system. For me, that's not a problem. My computer is in the same room as the system. Another thing is communication about things like what level to play next must be done at the computer.
From a technical standpoint, the main problem that I've seen is that a lot of XBox system link games are designed assuming a direct connection, one that is faster than online (direct connects being either 10 MB a sec or 100 MB a sec, depending on the router/switch/hub being used). It's VERY fortunate that most system link games are still designed to handle lag should it occur, otherwise online play wouldn't be possible at all with these tunnels. In any case, the data sent isn't exactly super optimized for actual online speeds, so lag occurs fairly often on system link games, at least from my experience. Takes some fairly tough searching to find a lag free game. In fact, lag is prevalant enough that various myths about how to eliminate it have been formed. One says if you don't rush the counter in the loading menu of Halo (used to give other people time to show up, but it can be "rushed" by hitting a button), the game won't lag. Sure it's a silly rumor caused by lack of understanding, but that's what's happening. Tunnel services are great, and I'll love Warp Pipe for existing. However, it just doesn't really beat native online support fully optimized for the task.
I wonder, how is warp pipe handling the matchmaking part of this? I bet if I'd actually READ the interview with the guy, he answers it, but I'll ask here anyway :D.
From a technical standpoint, the main problem that I've seen is that a lot of XBox system link games are designed assuming a direct connection, one that is faster than online (direct connects being either 10 MB a sec or 100 MB a sec, depending on the router/switch/hub being used). It's VERY fortunate that most system link games are still designed to handle lag should it occur, otherwise online play wouldn't be possible at all with these tunnels. In any case, the data sent isn't exactly super optimized for actual online speeds, so lag occurs fairly often on system link games, at least from my experience. Takes some fairly tough searching to find a lag free game. In fact, lag is prevalant enough that various myths about how to eliminate it have been formed. One says if you don't rush the counter in the loading menu of Halo (used to give other people time to show up, but it can be "rushed" by hitting a button), the game won't lag. Sure it's a silly rumor caused by lack of understanding, but that's what's happening. Tunnel services are great, and I'll love Warp Pipe for existing. However, it just doesn't really beat native online support fully optimized for the task.
I wonder, how is warp pipe handling the matchmaking part of this? I bet if I'd actually READ the interview with the guy, he answers it, but I'll ask here anyway :D.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)