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Thread: Logged into 32Red today and

  1. #11
    Seventh777's Avatar
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    Quote Originally Posted by vinylweatherman View Post
    This shouldn't be an issue with the download casino, since only the result data is passed, the graphics are generated locally. I had not even heard of this option till now, and wonder if ALL network cards even have it.

    Besides, the software is aimed at the "average Joe", who probably never goes NEAR the device manager, or even knows what a network card is, let alone a checksum. With a "gamers rig", it would leave the factory with all this covered, mainly due to the intensive demands of many online games such as WoW, which far outweigh the demands of any online casino.

    We also have the "law" that every 18 months the capabilties of computers is doubled, so a system that it 3 years old can be upgraded to one with FOUR times the capabilty at a similar price to that paid for the original one.
    Agreed with the downloaded data part but you are still streaming data when playing games, there is a lot of of stuff going on here including balance changes, screenshots of every play being recorded and logged in playcheck, loyalty points updates and a whole heap more, running 5 games in tabs is putting immense pressure on both network cards and memory.

    Interesting you mentioned WoW, patch day would create many problems and no-one would guess that a majority of these problems were caused by network cards and the extra data they had to now cope with due to a content update patch, these cards were well within their workload maximum cap of say 1GB, but the patch and it`s contents would now push the incoming data over that figure and boom - a whole heap of problems created that the average player would incorrectly assess that the bugs/errors were down to the WoW devs and poor coding etc.

    /cheers.

    P.S.
    I played WoW for many years (awesome game) and still play occasionally . Which just reminded me of something very funny and slight derail. Early one morning just two of us in the same guild were on, when out of the blue one of our girls logged on and stated this lol (I erased her name to protect her dignity)...

    oooooermatron.jpg
    Last edited by Seventh777; 15th October 2011 at 12:02 PM. Reason: Added P.S.
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  2. #12
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    quber is online now Experienced Member
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    There wouldn't be screenshots of the gameplay taking place, each symbol has a name that is recorded on their server when you call playcheck it will just generate the image at their end or some similar method. Loyalty points are being recorded at their end as well.

    The only info that should be moving between you and them is to initiate the game when you press spin, spin then takes place on their server, you are then sent the result of the spin which the game displays, then your displayed balance is updated depending on the result. then you start again. a very small amount of data.

  3. #13
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    Quote Originally Posted by quber View Post
    There wouldn't be screenshots of the gameplay taking place, each symbol has a name that is recorded on their server when you call playcheck it will just generate the image at their end or some similar method. Loyalty points are being recorded at their end as well.

    The only info that should be moving between you and them is to initiate the game when you press spin, spin then takes place on their server, you are then sent the result of the spin which the game displays, then your displayed balance is updated depending on the result. then you start again. a very small amount of data.
    It is MGS themselves that have said that there is not a great deal of data being exchanged between the player and the server, and certainly no graphics being streamed. There is so little that even 5 running games should work fine. What causes problems is when even one packet goes missing en-route. There seems little in the way of "recovery" when this happens, such as the client sending the equivalent of "pardon?" back to the server when the expected game result doesn't turn up when expected.

    In particular, when playing MPV tournaments I have noticed that the server CONSISTENTLY cannot cope with a rate of exchange that exceeds a couple of data packets every 2/3 seconds. The consistency of this latency shows it is NOT simply down to chaotic fluctuations in packet exchange speeds over the net, but something at the server end where it becomes overwhelmed by game requests from all players who are playing. Compared to the main casino, it seems the tournament servers struggle with a relatively light loading, and fall over completely if more than a few hundred players are playing simultaneously, disconnecting the excess because the delay exceeds the time out limit coded into the client before the server gets around to giving out a result. This also seems to be the case when running 5 games all at once in a tab. It looks as though multiple requests from a single player are handled badly, whereas single requests from a large field of players is handled relatively well, even though the actual amount of data being handled is similar.

    I am sure it is possible to set up a test to measure these parameters, and see whether they exceed sensible limits. Unfortunately, this type of measurement will affect what is being measured, and the software WILL run more slowly simply because the PC is running additional measuring software as well.
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    zap987 is offline Meister Member
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    Quite simply Microgaming has some terrible programming. I get regular random freezes in the lobby both when starting casinos up or when closing them down, on different computers with different versions of Windows, and certainly not because of a lack of hardware. Never happens in a game, but there I'll get random disconnects even when playing just one game and the client is unable to recover making the reels spin forever. Even worse in tournaments where it is rare to go 5 minutes without this happening. And they won't even let you choose where to install their crap software.

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  6. #15
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    Quote Originally Posted by vinylweatherman View Post

    I am sure it is possible to set up a test to measure these parameters, and see whether they exceed sensible limits. Unfortunately, this type of measurement will affect what is being measured, and the software WILL run more slowly simply because the PC is running additional measuring software as well.
    Next time i`m playing I will do a tracert and see if that reveals anything.
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