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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Network bandwidth: packet headers</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/18/network-bandwidth-packet-headers.aspx</link><description>Network bandwidth refers to how much data you have room to send over the wire. As you approach the limit, you will see increased amounts of packet loss. If you go over the limit, you will eventually get disconnected from your session. The XNA Framework</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Network bandwidth: packet headers</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/18/network-bandwidth-packet-headers.aspx#9429329</link><pubDate>Wed, 18 Feb 2009 04:15:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9429329</guid><dc:creator>DarrenC</dc:creator><description>&lt;p&gt;This post was very informative and I am enjoying reading your posts on networking in XNA, I find them quite interesting and useful.&lt;/p&gt;
&lt;p&gt;Just a quick question, is the 8 kilobyte per second &amp;quot;limit&amp;quot; for 8 kilobytes up and 8 kilobytes down or is it shared so I instead could use (for example) 5 kilobytes up and 3 down per second?&lt;/p&gt;
</description></item><item><title>re: Network bandwidth: packet headers</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/18/network-bandwidth-packet-headers.aspx#9429391</link><pubDate>Wed, 18 Feb 2009 04:41:21 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9429391</guid><dc:creator>ShawnHargreaves</dc:creator><description>&lt;p&gt;The 8k limit is separate for upstream and downstream. So you can be dealing with 16k in total: 8k going out from you to other machines, and another 8k coming in from them to you.&lt;/p&gt;
&lt;p&gt;For peer-to-peer games this usually balances out pretty well, but for client/server games it can be a pain when the clients have very little data to send to the server, but the server has way too much data to send to each client, so the clients end up running out of downstream bandwidth, while the server runs out of upstream bandwidth, even though each had plenty of bandwidth going unused in the other direction.&lt;/p&gt;
</description></item><item><title>re: Network bandwidth: packet headers</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/18/network-bandwidth-packet-headers.aspx#9429415</link><pubDate>Wed, 18 Feb 2009 04:50:19 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9429415</guid><dc:creator>DarrenC</dc:creator><description>&lt;p&gt;Ahh I see, that will definitely loosen things up a bit.&lt;/p&gt;
&lt;p&gt;Thanks for the reply.&lt;/p&gt;
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