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PostPosted: Fri Oct 13, 2006 2:32 pm 
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Joined: Mon Feb 13, 2006 6:44 pm
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Location: Toronto, Canada
in another thread, tnt/beyond force wrote:
Have you tested how much power does it take to receive steady 50 packets per second and how big the latency is? (The latter would require two C64s with RR-Nets to tell the real performance so it might be harder for single person to test. Unless you own two RR-Nets, of course.)


Hi Jorma! :wink:

I have finally done this test, using Six/Style's netlib64. I find it easier to use than IP65. Here are the results:

Image

You'll have to count text lines and multiply by 8 to get specific raster counts.

1) The grey line at the top is the time to detect whether a packet has arrived or not. Only 1-2 raster lines!

2) Blue is a SID playback (WOVIOT by Pegasus/RPG if anyone cares)

3) Green is the time to properly receive and parse the UDP packet. Note that before (at the gray line), it will respond to *any* packet, regardless of type, protocol, or destination. This is a 50 byte UDP packet, and the time to parse it does go up linearly as the packet grows.

4) Red is the time to prepare and send a 10-byte reply. It's a lot longer than I thought, but still less than a frame. Also grows based on packet size, though I haven't properly characterized it.

I think latency 'on the wire' on a local LAN segment is negligible compared to these.


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PostPosted: Fri Oct 13, 2006 2:35 pm 
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Six already had some comments on my results:

Quote:
(Receiving)
I bet this can also be improved, there's a ton of unoptimized code in there.

(Sending)
This can be improved. Right now there's a whole lot of buffer copying and such going on.


Still works very well!


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PostPosted: Fri Oct 13, 2006 7:31 pm 
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I'm just overwriting the packet when sending replies. Works well since we're just operating on one packet at a time. Just swap the send/receive addresses, write your data and away.


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