itojun@iijlab.net wrote:
you can go hybrid, like - client connects to server for game playing info (like location on the map, inventory and stuff) - client will talk with each other directly for video/voice-chat even with this, server load/traffic will be decreased.
This is exactly what I also had in mind. This would get 1:10 benefit in bandwidth and actually enable this kind of activity.
i still don't understand why you say multicast is mandatory.
Most consumer connetions (where this is feasible anyway) are asymmetric, having 256k-1.5Mbps downstream and 128k-512k upstream. A decent video stream represents 128k to 384k of bandwidth. If you have a small number, say eight players in a game, you'll end up sending the stream seven times unless you do multicast. You probably don't have the upstream bandwidth to accommodate that unless you're lucky to sit on top of a new housing development with fiber in the basement. The next logical step to this discussion is what happens to multicast routing when one million gamers setup half a million *,G and a few million S,G pairs. Add a zero if it makes the excersise more interesting. Keep in mind that one million gamers playing is less than what the network currently has at any given moment. Pete