Microsoft Research TechFest - Using P2P to speed up multiplayer gaming (and other things)
- Posted: Mar 08, 2007 at 6:16 PM
- 27,681 Views
- 19 Comments
Loading User Information from Channel 9
Something went wrong getting user information from Channel 9
Loading User Information from MSDN
Something went wrong getting user information from MSDN
Loading Visual Studio Achievements
Something went wrong getting the Visual Studio Achievements
Right click “Save as…”
Had some technical difficulties with posting this video yesterday, but we seem to be back online and working.
That's a good thing - this another video in the TechFest series, but it isn't especially business oriented.
Imagine if part of your job was to learn how to play Quake III.
Now imagine that part of your job was to improve Quake III's networking to the point that you could potentially have a game with hundreds of players rather than just sixteen or so.
That's what these guys are doing.
The technology, of course, isn't confined to Quake III. That's just the testing ground. It was an easy choice because the source for Quake III is freely available.
In the end, despite the emphasis on game playing, the subject here is really optimization of P2P networking, and an amazing job was done here.
I'll be back on Monday to post another video in this series, and you really, really won't want to miss it. I'm not going to get into any details here, but it's something pretty special. It'll improve your Monday, anyway