Published by
timothy on
May 18, 2011
rysiek writes “Last weekend marked the first Startup Weekend in Poland. Three days, about 100 developers and designers, 20 mentors, forming 30+ teams. The big winner — CityRace.me — will be launching soon, with a few others close on its heels. Most hackteresting project — Nest of Worlds (conceived by the Warsaw Hackerspace people) — has it all: Game of Life on hexes, with sound in pure JS (needs Firefox 4, but still awesome). There is also a lengthy summary of the network setup and problems for the network admins among you. Ralph Talmont also offers a more general write-up. Disclaimer: I was the network guy.”


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An anonymous reader writes “TorrentFreak has shed some light on the dark practice of installing stealth-mode P2P clients during game downloads and using unsuspecting gamers’ PCs as ‘bandwidth slaves.’ The clients operate in the background and largely go unnoticed until problems arise that are caused by overactive uploading/seeding. While the Akamai NetSession Interface and Pando Media Booster are specifically called out, there appear to be other offenders as indicated in the comments left by TorrentFreak readers. A publisher called Solid State Networks is putting out a call for an industry-wide ‘best practices’ effort to promote transparency, control and privacy on behalf of gamers who are otherwise being abused for their bandwidth without their consent.”


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nk497 writes “A UK ISP is now offering a broadband package just for gamers, which will prioritize their traffic to give them an edge over rival players. Demon Internet has also set up direct networks with gaming companies to boost speeds, and is promising lower latency and a higher usage cap than standard packages. ‘Looking at the usage of gamers, it’s actually more akin to a small business,’ the company said. While paying to get specific content streamed more quickly may worry net neutrality campaigners, Demon says it has enough capacity for its own customers and that’s who it’s looking out for.”


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The Digital Foundry blog has done an analysis of recently launched cloud gaming service OnLive, measuring latency across several different games. Quoting:
“In a best-case scenario, we counted 10 frames delay between button and response on-screen, giving a 150ms latency once the display’s contribution to the measurement was removed. Unreal Tournament III worked pretty well in sustaining that response during gameplay. However, other tests were not so consistent, with DiRT 2 weighing in at 167ms-200ms while Assassin’s Creed II operated at a wide range of between 150ms-216ms. … OnLive says that the system works within 1000 miles of its datacenters on any broadband connection and recommends 5mbps or better. We gave OnLive the best possible ISP service we could find: Verizon FiOS, offering a direct fiber optic connection to the home. Latency was also reduced still further simply due to the masses of bandwidth FiOS offers compared to bog standard ADSL: in our case, 25mbps.”


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roh2cool writes “The seventh Call of Duty game is being planned, and it has been dubbed Call of Duty: Black Ops. This game will be developed by Treyarch instead of Infinity Ward. Mark Lamia, Treyarch studio head, confirmed with CVG that in CoD: Black Ops, players will get dedicated game servers for the PC version of the game. Finally, PC gamers will get a chance to rejoice.”


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Joe Helfrich writes “Ubisoft’s Settlers 7 servers have been causing problems for over a week for users worldwide, and Australian gamers are hardly able to connect at all. ‘The problem reportedly strikes after the game has already confirmed an active Internet connection, and prevents the user from playing even the single-player campaign, returning the error “server not available.” But they are available, because other people are logged into them and merrily playing away.’ Wonder how they’re going to describe this one as an attack.”


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eldavojohn writes “A list of notes from game developers (PDF) was sent in a letter to the FCC which represented a net neutrality discussion between the developers and FCC representatives. Game Politics sums it up nicely, but the surprise is that developers are concerned with latency, not bandwidth, unlike the members of many other net neutrality discussions. One concern is that each and every game developer will need to negotiate with each and every ISP to ensure their traffic achieves acceptable levels of latency for users. ‘Mr. Dyl of Turbine stated that ISPs sometimes block traffic from online gaming providers, for reasons that are not clear, but they do not necessarily continue those blocks if they are contacted. He recalled Turbine having to call ISPs that had detected the high UDP traffic from Turbine, and had apparently decided to block the traffic and wait to see who complained.’ It seems a lot of the net neutrality discussions have only worried about one part of the problem — Netflix, YouTube and P2P — while an equally important source of concern went unnoticed: latency in online games.”

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An anonymous reader writes “Infinity Ward’s Robert Bowling (aka fourzerotwo), in an interview with BashandSlash.com on October 17th, announced that one of the mainstays of PC multiplayer gaming, dedicated servers, won’t be in IW’s upcoming sequel to Call of Duty 4. Instead, players will use the unknown ‘IW Net’ for matchmaking purposes. No dedicated servers means no player mods, no player maps, no organized competitive play, no clan servers, etc., and strips away what makes PC gaming different from console gaming. Many vocal gamers have canceled their pre-orders, and a petition to reverse this decision is already past 86,000 signatures.”

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An editorial at GamesIndustry takes a look at a couple of problems many MMOs have failed to solve as the genre has evolved over the last decade: log-in queues and a split player base. The most recent example is Aion, which launched in Europe and North America a few weeks ago. Players on some of the game’s servers had to deal with lengthy queues until enough people left the starting areas and spread throughout the game. To NCSoft’s credit, the queues are mostly gone already, and it wasn’t simply launching with too few servers that was the problem (nor was simply launching more servers a perfect solution, as Warhammer proved). In fact, several servers had no queues at all, but many players had set their sights on the more popular ones — a problem facing other MMOs as well. At this point, it becomes a matter of programming — how can the developers for these MMOs build the networking aspect of the game such that more hardware can easily be allocated when it’s needed, and also make it easier for people to play together without the restriction of different shards or servers? EVE Online has done well with a single game universe, but it’s not clear how far that model can scale upwards.

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