Discuss Scratch

LiquidMetal
Scratcher
100+ posts

Cloud Data - Research/Discussion

Please test your cloud data update speed using this project and comment the result. If you have not tested since 3/29/13, please retest and report the results.

Thanks!

Please use this thread to discuss the data collected and what that means with regard to the potential uses of cloud variables, especially with regard to multiplayer projects.

Last edited by LiquidMetal (March 31, 2013 03:26:00)

LiquidMetal
Scratcher
100+ posts

Cloud Data - Research/Discussion

0.08 - LiquidMetal
0.16 - RoboNeo9
0.24 - dr3w8
0.25 - kimmy123
0.31 - letmethink (self server)
0.33 - DCPU-16
0.38 - zorket
0.49 - skeletonxf
0.50 - Hinds
0.51 - greenflash
0.52 - mjd
0.52 - coinman
0.53 - letmethink (other server)
0.53 - foxterfox
0.72 - SFollis
Note: CloudPing is measured in seconds. A smaller number represents faster update speeds.

Cloud data speeds vary a lot. This makes realtime multiplayer games potentially difficult to program. One method that could be used would be to use a count variable with a server project, much like the server in my test project, but it could be assigned automatically. Then each player's screen would only update when it noticed a change in the tick variable. The only problem would be that those with a faster cloud connection would have an advantage.

My CloudPing seems to be by far the lowest - Is my network faster, or closer to MIT, or more likely are my cloud variable requests are given priority, as the owner of the project?

Last edited by LiquidMetal (April 28, 2013 22:58:45)

LiquidMetal
Scratcher
100+ posts

Cloud Data - Research/Discussion

Your thoughts, anybody?
StardustGogeta
Scratcher
100+ posts

Cloud Data - Research/Discussion

My cloud data test at http://mv.ezproxy.com.ezproxyberklee.flo.org/projects/10097184/ has gotten much different results. For most of the people that tested the project, they had around a constant 0.4 second cloud data delay. However, I do not know if anybody either used two different computers, or even if they connected to another person's server.
LiquidMetal
Scratcher
100+ posts

Cloud Data - Research/Discussion

StardustGogeta wrote:

My cloud data test at http://mv.ezproxy.com.ezproxyberklee.flo.org/projects/10097184/ has gotten much different results. For most of the people that tested the project, they had around a constant 0.4 second cloud data delay. However, I do not know if anybody either used two different computers, or even if they connected to another person's server.
That's strange, I wonder if using different methods makes the data different. Maybe my tests are actually reflecting list update speeds, not cloud speeds! Unfortunately, I can't check either of our scripts on this library computer, as its flash and javascript capabilities are partially locked down.

Last edited by LiquidMetal (April 5, 2013 16:52:05)

StardustGogeta
Scratcher
100+ posts

Cloud Data - Research/Discussion

How much time is one CloudPing? My “speed” variable just blatantly states the delay in seconds based on the timer, which resets every five seconds to sync. Is one “CloudPing” equal to one second, or is it something else?
DCPU-16
Scratcher
100+ posts

Cloud Data - Research/Discussion

My ping is about as high as I get in US hosted normal multiplayer games, (~300ms) so I think scratch multiplayer games are entirely possible.
People closer to MIT or with faster internet will likely get better results.

Last edited by DCPU-16 (April 7, 2013 12:43:35)

LiquidMetal
Scratcher
100+ posts

Cloud Data - Research/Discussion

I can't wait to see what people come up with

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