Difference between revisions of "Iron Grip: Warlord"
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− | '''Iron Grip: Warlord''' is a co-op multiplayer game where you fight against large number of advancing enemies. | + | '''Iron Grip: Warlord''' is a co-op multiplayer game where you fight against large number of advancing enemies. It uses the id Tech 3 engine, which is the same as that found in [[Quake III Arena]]. |
== Issues == | == Issues == | ||
=== Netcode === | === Netcode === | ||
− | * The netcode can receive around ~3MB a minute, or 60KB a second. | + | * The netcode can receive around ~3MB a minute, or 60KB a second. As such, your connection needs to be at least ~533 KBps. The netcode also transmits ~175KB/minute or 2KB/second. |
− | * During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). | + | * During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). You can try adjusting the rate variable within the console to find the best match. |
− | * For this game, Hamachi incurs a significant transmission overhead. | + | * For this game, Hamachi incurs a significant transmission overhead. You would transmit 10KB per second instead of the 2KB/s. |
Revision as of 17:50, 12 September 2012
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Iron Grip: Warlord is a co-op multiplayer game where you fight against large number of advancing enemies. It uses the id Tech 3 engine, which is the same as that found in Quake III Arena.
Issues
Netcode
- The netcode can receive around ~3MB a minute, or 60KB a second. As such, your connection needs to be at least ~533 KBps. The netcode also transmits ~175KB/minute or 2KB/second.
- During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). You can try adjusting the rate variable within the console to find the best match.
- For this game, Hamachi incurs a significant transmission overhead. You would transmit 10KB per second instead of the 2KB/s.