David Mathog wrote: > Joe Landman <[EMAIL PROTECTED]> wrote: > >> Gilad Shainer wrote: >> >> >>>> IB for gaming? I have one ratio: 1e-1/3e-6. that's human >>>> reaction time versus IB latency. >>>> >>>> >>> Oh yes... I guess you did not play for a long time. Did you? Talk >>> with someone who suffer from lagging and you will get the story, even >>> When he has a great video card. It's the network and the CPU overhead >>> that are the cause of this issue >>> >> Er... ah ... yeah. Milliseconds is typical in FPS games. hundreds of >> ms are bad. Hundreds of microseconds aren't ... ok, depends upon your >> FPS, I am sure the military folks have *really* fun ones which require >> that sort of latency. >> > > Many FPS games are still keyboard driven, and the scan rate on the > keyboard is likely only on the order of 10Hz. Gaming mice scan position > a lot faster though, last I looked they were closing in on 10000 data > points per second. Even so, human reaction time is now, and probably > will be forever, at the .1 second level, so even if that gaming mouse > could record 1000 button presses a second, no gamer is ever going to be > able to push that button at anywhere near that rate. > > IB would be massive overkill for gaming, 100 (or even 10) baseT should > work just fine unless the network is hideously congested, in which case > the game is probably going to become unplayable due to dropped UDP packets. > > Regards, > > David Mathog > [EMAIL PROTECTED] > Manager, Sequence Analysis Facility, Biology Division, Caltech > Hate to jump in on this one since its rapidly approaching "dead horse" level, however I have to agree (though without any nice numeric evidence to back) that the very vast majority of gamers will not benefit from this level of latency or bandwidth whatsoever. This largely is because a vast majority play while connected through their ISP, not during a "LAN party" or the like. Even at the few occasions of "LAN parties", where the advantages of IB would be (in theory) realized, many of these are simply for companionship and the advantages of natural communication, but still play on a server connected through the ISP. Thus, even to kill the person beside you, a packet would need to travel to the ISP, then the server, any number of intermediate hops then back to you and the opponent. Obviously, the cost of these traversal greatly outweighs the cost of it coming in through your modem and being routed to your particular PC.
The only interest of mine (because I am unaware to the differences in costs) is the benefit of running a NIC that has the lowest processing overhead. It could be very possible that the simpler, older NICs would out-perform the more complicated interconnects because your frames per second would be somewhat better, having more PCU resources oriented towards the game. Again, since I do not have numbers or knowledge on the specifics of various interconnects and their local NICs costs, this is simply speculation. Though I should chime in since my generation is typified as being addicted to computer games :), Ellis ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping _______________________________________________ Beowulf mailing list, Beowulf@beowulf.org To change your subscription (digest mode or unsubscribe) visit http://www.beowulf.org/mailman/listinfo/beowulf