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> "We're not on PPP or SLIP connections anymore and yet game devs are still writing netcode as though we are."

Your average multiplayer today is significantly more complex than Quake. More data needs to pass through, at higher rates. The network is still very much a bottleneck.



Fair point but bandwidth has also increased from 56 kbit/s 100,000 kbit/s. CPUs have had similarly massive increases in speed as well.

A lot of the extra bandwidth usage is also probably in large part due to sloppiness. John Carmack did some impressively smart things in Quake Live to reduce bandwidth usage. I doubt most modern games like PUBG are anywhere near as optimized.




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