JK doesn't seem to sync to many things, but from what I've seen, it tries to be intelligent about it. For example, a player's position is only sent out if it has changed more than ~0.2 JKUs in the last second. Take two computers on a network, play an MP game with them, and gently tapping the up arrow, see how far you can get without your player moving on the other computer's screen.
I don't think JK tries to sync things in a level besides the player, just their creation. Most things after that are handled locally. And the most bandwidth-consuming processes are probably forwarding event messages to the server, and running scripts (without 0x240) which use verbs that make JK sync their effect.
LAN gameplay has always been slower (as far as latency) in JK than it should be, it doesn't seem that JK is syncing anything more than it does for an internet game or a 10-BaseT network.
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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
[This message has been edited by SaberMaster (edited October 08, 2003).]
I don't think JK tries to sync things in a level besides the player, just their creation. Most things after that are handled locally. And the most bandwidth-consuming processes are probably forwarding event messages to the server, and running scripts (without 0x240) which use verbs that make JK sync their effect.
LAN gameplay has always been slower (as far as latency) in JK than it should be, it doesn't seem that JK is syncing anything more than it does for an internet game or a 10-BaseT network.
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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
[This message has been edited by SaberMaster (edited October 08, 2003).]