Quote:
Originally Posted by cbk1994
I don't see why not. UDP between the client and the server (and not between clients) is going to do very little to improve the game unless you commonly experience packet loss. You won't get better connections to people geographically closer to you like you used to since they still have to go through the server (rather than directly connecting to you).
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Crono was talking about the smoothness. Packet loss is what causes jaggedness when you have a TCP connection , not latency. All latency will cause is a fixed delay.
So, I disagree with you. Switching to UDP will consideribly help smoothness over a lossy connection (which is the cause of jaggedness 95% of the time). Presumably, that's an improvement to the game.
To eliminate delays, yes, peer-to-peer connections would be required. But aside from the security nightmare, it's annoying to get working properly (you need to do NAT punchthrough, and then hope they don't have any bad firewall rules, other sorts of filtering, evil NAT, etc.), and more importantly, I think it's actually detremental to the gaming experience (although this is an opinion).
I think it's detremental because, although it might help eliminate delays in certain cases, it will increase delays in other cases, and it will also totally destroy your ability to predict other people's movements when you're fighting multiple people, since the delay will vary incredibly highly, and it'll be impossible to get a good idea of what other people are seeing on their screens (it's already hard enough to explain to players how hit detection works without introducing peer-to-peer connections).
Basically, you'd be trading the predictibility of the client-server model for improved delays (in some cases) -- and being able to accurately predict things is half of the fun, at least on traditional servers like GTA.
But that aside, I think even from the security and programming perspectives it wouldn't be the best idea ever.