If IGN is anything to go by then it looks like it's ad hoc wireless only, no internet play.Nesh said:I have one important question.....ahm....how does the 2-player game work?
akira888 said:If IGN is anything to go by then it looks like it's ad hoc wireless only, no internet play.
http://psp.ign.com/objects/804/804380.html
Nesh said:man that sucks! So to play a 2 player game I have to find another person that has a PSP and a copy of the game! Bleh!
They should add internet play
Nesh said:man that sucks! So to play a 2 player game I have to find another person that has a PSP and a copy of the game! Bleh!
They should add internet play
I'd have thought that, but aren't there other beat-em-ups that are online? What about DOA4 for example?hupfinsgack said:I don't know, but couldn't be latency problems the reason for that? After all, beat'em ups like Tekken are very critical on timing and the you don't wanna mess that up just because one of the participants has a medium/high ping.
Shifty Geezer said:I'd have thought that, but aren't there other beat-em-ups that are online? What about DOA4 for example?
slider said:I'd have thought 802.11b was the fly in the ointment for the PSP? I might be wrong but typically isn't it <5Mbit/s (even though I think the spec is officially higher).
Gaming is much more sensitive to network latency than it is to network speed. Offhand I can't think of any game that could come anywhere close to saturating a 5Mbit/s internet connection, assuming you even have a 5Mbps internet hookup. (and few do)slider said:I'd have thought 802.11b was the fly in the ointment for the PSP? I might be wrong but typically isn't it <5Mbit/s (even though I think the spec is officially higher).
slider said:Interesting, thanks chaps/chapesses. I wasn't aware of that but of course now you've said it, it all makes sense...
Out of interest, how does one measure network latency?
slider said:Interesting, thanks chaps/chapesses. I wasn't aware of that but of course now you've said it, it all makes sense...
Out of interest, how does one measure network latency?
in milisecondsPing works by sending ICMP “echo request†packets to the target host and listening for ICMP “echo response†replies. Using interval timing and response rate, ping estimates the round-trip time and packet loss rate between hosts.