30-01-2008, 07:27 AM
I highly doubt it. Only thing I could see helping is if you turned off Nagling just for the movement socket and left it on for the other, but then thats just a very lazy excuse for adding your own buffering system which I am pretty sure there is already a guide for.
For downloading from web servers, the limitation is often on the client-side. The server can dish out more, the client is just not requesting enough due to packet delays. With multiple packets coming at once, though, theres the ability for a lot more going in and out. Segmented downloading is quite heavily used to increase download rates. The difference between a game server and web server, though, is that a web server doesn't suffer from taking a bunch of excessive stress anywhere near as much as a game. A game that stalls for a few seconds often results in tons of people completely ****ed. A web server stalling just means a slightly longer loading time and no one really cares in the end.
Quote:For a practical example check out the plugin for Firefox called DownThemAll at http://www.downthemall.net/. This plugin accelerates your downloads by breaking files into 5 parts - each on different TCP connections.
For downloading from web servers, the limitation is often on the client-side. The server can dish out more, the client is just not requesting enough due to packet delays. With multiple packets coming at once, though, theres the ability for a lot more going in and out. Segmented downloading is quite heavily used to increase download rates. The difference between a game server and web server, though, is that a web server doesn't suffer from taking a bunch of excessive stress anywhere near as much as a game. A game that stalls for a few seconds often results in tons of people completely ****ed. A web server stalling just means a slightly longer loading time and no one really cares in the end.
