Unreal Tournament Net Play
by Steve Gibson, Aug 03, 1999 4:18am PDTThe guys at UnrealUniverse have done some messageboard scouring and come up with a bit of chatter on the Unreal Tournament net play. Anyone else remember like a year or so ago I made a post about the Unreal net code not being very good, and some Epic guy emailed me saying how wrong I was? Remember when Unreal came out a month later? Ah well, the latest Unreal net code is actually quite good anyways. While on the UT subject, check out the Quakers Guide To UT.
Chatty: Diablo III, Dragon's Dogma
FileShack: Unity of Command, Skyjacker
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Demon's Souls servers extended again
Resident Evil: Chronicles HD Collection coming in June
Sony patent would interrupt gameplay to display ad
Weekend Confirmed 114 - Diablo 3, Max Payne 3, Lost Planet 3





Comments
But in my opinion (and others in our clan) even Quake3 isn\'t qw-quality code. We\'re a bit partial to it I suppose. QW may be old hat, but in its \"roughness\" there\'s a brutal \"honesty\" in its feedback to the player. It doesn\'t attempt to hide your lag quite as smoothly as quake3\'s. You get a better feeling for exactly how lagged you are, unlike quake3, where sometimes you just suck and you don\'t quite know why? After all.. all my senses are TELLING me I\'ve got a nice connection.. hmm..
It\'s the same kind of difference between driving a hard-hitting sports car (handles sweet, but you feel every damn bump in the road) or a caddy. Yea, the caddy\'s smooth and hides all the rough spots and floats down the road, but I prefer that rough feeling of a tight sports car.