Battle.Net Status, US: UP EU: UP - Page 104
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YunhOLee
Canada2470 Posts
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gdroxor
United States639 Posts
On May 27 2010 02:42 YunhOLee wrote: god how did battle.net manage to fuck up such a big time? Didn't they bother testing their UDP network before launching it? -_- It was perfectly fine before that change, why would they change it to UDP anyways? I don't really know much about networking but isn't it like really old? This is probably explained a lot better in several other threads made on the same topic, but UDP doesn't require the 'confirmation' from the other computer that you've received data that TCP does. This means potentially less latency, but it leads to other issues since each computer assumes you are receiving 100% of the data perfectly. | ||
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TheDaemon
United States41 Posts
Now I can get back to complaining about Void Rays. Seriously. Fuck Void Rays. They kill a building in like 3 seconds! | ||
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MorroW
Sweden3522 Posts
was fine some hours ago but now i can barely find a game before i disc | ||
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roneo
Romania5 Posts
Edit: actualy bnets fails for me whenever i try to see ladder stats :< | ||
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jamesr12
United States1549 Posts
On May 27 2010 03:46 roneo wrote: EU is off for me Edit: actualy bnets fails for me whenever i try to see ladder stats :< it crashing when you look at the ladder is a known problem | ||
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veganwa
Norway116 Posts
On May 27 2010 02:47 gdroxor wrote: This is probably explained a lot better in several other threads made on the same topic, but UDP doesn't require the 'confirmation' from the other computer that you've received data that TCP does. This means potentially less latency, but it leads to other issues since each computer assumes you are receiving 100% of the data perfectly. UDP and TCP were both described in RFCs in the early 1980s, so I'd say they're both pretty old . But yeah, the big difference between UDP and TCP is that UDP is unreliable, so the sender of an UDP packet doesn't know whether the packet reached its destination or not.The reliable transfer implementation of TCP might have too much overhead for certain time critical task, and in those cases, it might be better to implement your own reliable (or unreliable, as the case may be) transfer method on top of UDP. This is what Blizzard has done, but unfortunately a beta version of the UDP transfer implementation has a much higher chance of being a nuisance than a beta version of, say, the main menu. | ||
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imPERSONater
United States1324 Posts
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slayer87
United States20 Posts
If anyone was curious | ||
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EliteAzn
United States661 Posts
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imPERSONater
United States1324 Posts
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jamesr12
United States1549 Posts
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ghosttribe
11 Posts
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DrakanSilva
Chile932 Posts
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MayanSc2
United States198 Posts
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iPlod
United States46 Posts
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helloshangjr
United States7 Posts
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kli6891
United States143 Posts
On May 27 2010 09:25 helloshangjr wrote: i think this is my computer's problem, but whenever i play i get dropped instantly. does anyone know how to fix this? Try R1CH's fix: http://www.teamliquid.net/blogs/viewblog.php?topic_id=127530 | ||
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helloshangjr
United States7 Posts
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Mastermind
Canada7096 Posts
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. But yeah, the big difference between UDP and TCP is that UDP is unreliable, so the sender of an UDP packet doesn't know whether the packet reached its destination or not.