lol who cares what is this, english class? do i really give a fuck? stop changing the subject, you bullshitterRiddick51PB wrote:
SAS-Lt.Phoenix: bullsh!t is one word. if you're wrong on that, then why should we believe you?
if you hate me, that is fine. but you should understand that hating me has no merit in this debate. you'll need to bring a strong game to prove your point worthy.
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- the effect of long player names cause lag.
you've opened yourself up to numerous angles where others can take advantage of you.VeNg3nCe^ wrote:
Long names do NOT cause lag.
here's the first one: you have made a statement of position. if one makes a statement, such as you have, it is in your best interest to provide supporting material. otherwise, you look sort of air-headed and loopy; not to mention your statement is on par for, oh about a 12 year old. just not a very eloquent presentation, to say the least.
Villham: And at no point did I say that you did say anything else. Just that if you believe Riddicks theory, then you need to do more studying.
Any professional software engineer knows that you do not send information that you do not need to send.
When a player first connects to a server, they will be assigned an ID, this ID and the playername will then be sent to each client.
Not much data transfer there - even if everybody had 22character names, 63*22=a whopping 1386 Bytes (1.35KB)
Someone who somehow manages to get a BF2 server running on a 486 over a 56K connection might notice that.
Commercial servers certainly won't give one jot, your computer almost certainly doesn't give one jot - they're routinely sending far far more between each other.
Now, whenever someone gets a kill all that will be sent is that ID, not the full playername.
And so, how much data does this ID represent?
Well, 1byte can hold 256 unique values - we only need 64.
So, that's 63x1byte = 63bytes!!!!
That's NOTHING (between 0.42% and 0.63% to be precise) compared to the between 10000 and 15000 bytes that are being sent back and forth throughout the entire time you're playing!!!!
Riddick: You are the only one looking air-headed and loopy. You're theory is wrong. Accept it. Move on.
Any professional software engineer knows that you do not send information that you do not need to send.
When a player first connects to a server, they will be assigned an ID, this ID and the playername will then be sent to each client.
Not much data transfer there - even if everybody had 22character names, 63*22=a whopping 1386 Bytes (1.35KB)
Someone who somehow manages to get a BF2 server running on a 486 over a 56K connection might notice that.
Commercial servers certainly won't give one jot, your computer almost certainly doesn't give one jot - they're routinely sending far far more between each other.
Now, whenever someone gets a kill all that will be sent is that ID, not the full playername.
And so, how much data does this ID represent?
Well, 1byte can hold 256 unique values - we only need 64.
So, that's 63x1byte = 63bytes!!!!
That's NOTHING (between 0.42% and 0.63% to be precise) compared to the between 10000 and 15000 bytes that are being sent back and forth throughout the entire time you're playing!!!!
Riddick: You are the only one looking air-headed and loopy. You're theory is wrong. Accept it. Move on.
Last edited by Scorpion0x17 (2006-11-05 14:05:14)
And anyway, "bullsh!t" isn't a word at all. Here's a hint for spelling: If when you're finished you find punctuation marks inside the letters of the word you were spelling, YOU GOT IT WRONG. Now, it's only a guideline, after all, where would we be without the apostrophe, but for exclamation marks, it's a pretty solid rule.SAS-Lt.Phoenix wrote:
lol who cares what is this, english class? do i really give a fuck? stop changing the subject, you bullshitterRiddick51PB wrote:
SAS-Lt.Phoenix: bullsh!t is one word. if you're wrong on that, then why should we believe you?
if you hate me, that is fine. but you should understand that hating me has no merit in this debate. you'll need to bring a strong game to prove your point worthy.
Back OT... I think it's been fairly conclusively shown by now that while really long usernames may mean more data being transferred at certain times, it's such a relatively small quantity of data that it's going to have no appreciable effect on any computer capable of running BF2 in the first place.
Go team, spread the knowledge! Enlighten the masses!
ftw! HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME1# [§1#WEAPON#§0] #PLAYERNAME2#
Ok, so it does cause lag. But it is so miniscule compared to the bigger picture of the entire BF2 program that it dosen't matter.
You've had your fun, and you can even call this as a win or whatever.
I petition for this thread to be closed.
You've had your fun, and you can even call this as a win or whatever.
I petition for this thread to be closed.
You do know that bf2 automatically cuts the Name off after 10 characters right?
you can't use my wording to further your own cause.Scorpion0x17 wrote:
Riddick: You are the only one looking air-headed and loopy.
horrible grammar. you should have used: "Your theory is..."Scorpion0x17 wrote:
You're theory is wrong. Accept it. Move on.
if you screw up on grammar, why should we believe your reasoning?
instead of closing the thread, just exercise control and stop posting in it. then it will close itself.
Last edited by Riddick51PB (2006-11-05 17:43:26)
If you don't use proper punctuation, how can you criticize about improper grammar to others?
That is only used by the client. #PLAYERNAME1#, for example, is simply an internal, client-side, identifier. It is not sent to or from the server.Riddick51PB wrote:
ftw! HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME1# [§1#WEAPON#§0] #PLAYERNAME2#
Localization file. ^^ What he said.
true, however it is client input/output, which is also covered in my OP. and, the server has to direct those actions.Scorpion0x17 wrote:
That is only used by the client. #PLAYERNAME1#, for example, is simply an internal, client-side, identifier. It is not sent to or from the server.Riddick51PB wrote:
ftw! HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME1# [§1#WEAPON#§0] #PLAYERNAME2#
I don't have a 'cause'.Riddick51PB wrote:
you can't use my wording to further your own cause.Scorpion0x17 wrote:
Riddick: You are the only one looking air-headed and loopy.
You know, you're incredibly infantile for a 45year old.Riddick51PB wrote:
horrible grammar. you should have used: "Your theory is..."Scorpion0x17 wrote:
You're theory is wrong. Accept it. Move on.
if you screw up on grammar, why should we believe your reasoning?
So, I make one small, extremely common, grammatical error. Big deal. The important part is the reasoning. Your reasoning is incorrect. Mine is correct. You lose. Move on. Get over it.
(Oh, and you might want to try using capitals at the start of sentences when you're picking someone up on their grammer...)
No. The server has nothing to do with it.Riddick51PB wrote:
true, however it is client input/output, which is also covered in my OP. and, the server has to direct those actions.Scorpion0x17 wrote:
That is only used by the client. #PLAYERNAME1#, for example, is simply an internal, client-side, identifier. It is not sent to or from the server.Riddick51PB wrote:
ftw! HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME1# [§1#WEAPON#§0] #PLAYERNAME2#
Look, I'm really not attacking your theories for the sake of it - software engineering is what I do for a living and you clearly have no idea what you are talking about.
Now, I don't know what you do for a living but if I started talking out of my ass about it, I'm sure you would correct me too.
Last edited by Scorpion0x17 (2006-11-05 18:27:35)
how in the hell is 640 bytes almost 1 kilobyte? 1 kilobyte = 1024 bytes... 640 is closer to half a kilo than a full kilo... you suck at math and your theory is awful.Riddick51PB wrote:
that doesn't offend me. what is important is that it is true, regardless of who presents it.BigmacK wrote:
I don't believe you.
even if the server compresses your 32-Byte player name down to 16 Bytes, it still has to compress it which is causing add'l lag on the server, because it must compress it.
if it doesn't compress it, then it has to transfer the entire 32 byte player name across the internet to all 64 players in the server. if both of you have 32 byte player names, then it has to xmit 64 bytes to cover both of you.if all 64 players do that, then it is 640 bytes, or almost 1 kilobyte of data for each kill. that's a lot of data.VicktorVauhn wrote:
With all the lines of code nessisary to keep up with the positions of moving players, shots fired, and where they hit is an extra 10 charicters really gonna take that long to proccess?
it's not rocket science.
If long player names cause significant lag, me typing
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
repeatedly over chat should lag out the server, but I've never noticed it if it does.
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
repeatedly over chat should lag out the server, but I've never noticed it if it does.
Last edited by -TL- (2006-11-05 18:12:32)
And, in fact, this will cause some bandwidth to be used up with pointless chat-spam - particularly if it's done over the all-chat... This is because, unlike the player names, this text is actually sent from your client to the server and then on to all the other clients.-TL- wrote:
If long player names cause significant lag, me typing
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
repeatedly over chat should lag out the server, but I've never noticed it if it does.
Also, do you know what would happen if you changed this to read as follows?Riddick51PB wrote:
ftw! HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME1# [§1#WEAPON#§0] #PLAYERNAME2#
Code:
HUD_HUD_KILLEDBY_KILLS §0#PLAYERNAME2# [§1#WEAPON#§0] #PLAYERNAME1#
How much more evidence do you require before you will accept that your theory is wrong?
Last edited by Scorpion0x17 (2006-11-05 18:27:08)
You're suggesting that a single alpha-numeric character is = to 1 byte? You sir, are gay.
Hes probably not gay really but he does look like a troll if he only picks on the lowest common denominator to continue what appears to be an attention whoring post disguised as a technical discussion.
This entire thread is completely pointless. I've monitored the upload and download rates in BF2, and they both hover around 10,000-15,000 Bytes. A long name (20 or so characters) will add about 10 Bytes, or .06 % to the bandwidth needed, if you killed one person a second.
Also keep in mind the temporary lag we all know and hate is caused because your computer temporarily is trying to send more than the connection allows. 10 more bytes is not going to affect that at all (The very worst broadband is about 256,000 Bytes/second either way).
So basically don't even waste your time registering the name. Seriously.
Also keep in mind the temporary lag we all know and hate is caused because your computer temporarily is trying to send more than the connection allows. 10 more bytes is not going to affect that at all (The very worst broadband is about 256,000 Bytes/second either way).
So basically don't even waste your time registering the name. Seriously.
Hmmm....i'm glad i switched majors
Is that aimed at me? If so, you sir, are an idiot.Darky wrote:
You're suggesting that a single alpha-numeric character is = to 1 byte? You sir, are gay.
Some systems do use 2bytes - those designed to work on any computer anywhere in the world, no matter what language, but, generally, 1 alphanumeric character=1byte.
It's called ASCII and has been around almost since the dawn of computers.
And even if BF2 does use 2byte characters, my point still stands - player names are not, I repeat, NOT sent to and from the server every time someone gets a kill. To do that would be ludicrous and beyond even the crappiest coding that EA/Dice could produce on one of their worst days.
Anyhoo, as others have said, the original poster is clearly just an attention seeking troll and I for one, having already stated the truth of the matter several times, will have nothing more to do with this thread.
Last edited by Scorpion0x17 (2006-11-08 08:32:56)
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- the effect of long player names cause lag.