LAN Play option: Going the way of the floppy disc?

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jjaisli

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I couldn't find a thread specifically on this subject and felt it deserved it's own. My thoughts on this are rather long and drawn out so please indulge me here or feel free to move along. :D

Last weekend, I took part in the Penthatlon Event. For those who haven't heard of it, it was a racing marathon with 5 parts: Suzuka 10 laps 700PP in GT5P, 2 laps of the Nurburgring in NFS:Shift, 7 laps of Spa-Francorchamps in Supercar Challenge, 10 laps of Portimao in V8 Superstars Next Challenge and 15 laps of Interlagos in F1:CE. The event was designed to pit your skills against players across a number of games with different physics and play systems. It was quite a challenge to be competitive in all of them. Especially back to back.

The event was a lot of fun but not without it's problems and it had the unintended benefit of allowing us to pit these games against one another and compare them back to back. I had a video camera rolling during the event and recorded all sessions, save the F1:CE event in which I did not participate. In reviewing the video one common element that all of these games have, in varying degrees, is a serious and compromising issue with lag. I began a discussion in the Penthatalon thread about it, but I feel perhaps it's better served here in regards to how it will, or rather won't, relate to GT5.

Ferrari Challenge and Prologue were the first racing games I played on-line. From my initial experience, I thought Prologue handled lag issues much better. And this was correct, although at the time, I didn't quite understand the reasons why.

Generally speaking Ferrari Challenge handled lag very poorly. Between players with a poor connection, cars would bounce up and down like balls, leaving a trail of car parts in their wake--it was quite comical to watch but very disturbing for the uninitiated. Cars would also blink on and off and suddenly disappear and then reappear as if they were teleporting to various spots on the track. The cars in Prologue always seemed solid, even though they had movements which appeared a bit awkward and abrupt. My initial thought after my first few races was it was just the way GT players drove--like a swarm of bees. In lower tier events, that probably holds true. :lol: Either way, Prologue races always seemed chaotic as a result.

But as I came to realize, with Prologue's player matching system, the game automatically puts players who are best matched by their connections in the same lobby together. And unless you race in International Events, you're segregated into regions where you're more likely to be in a lobby with other players who are located much closer geographically. And that's a key point.

As I've also learned, the over all bandwith and throughput of one's connection matters much less than the ping speed and how fast those packets of data travel back and forth, although they do go hand in hand. So while Prologue initially seemed better, the more likely result was it had more to do with the fact that I was regularly playing Ferrari Challenge with players from Australia, South Africa, South America & Europe. And in Prologue I was playing almost strictly with players from North America.

As I've learned more about what elements are important for a successful online session, I routinely do a ping speed check before playing with various servers in areas where people I'm playing with are located, to gauge current conditions. Sometimes it's better than others and I'm very lucky to have a very good service provider with good bandwidth and excellent DNS throughput and resolution. But it also depends on the person at the other end. And there is no way, somebody in, say, Montreal and somebody in Melbourne will ever be able to have a ping speed of <25~30 ms. This was never more evident in NFS:Shift, where the game actually shows the ping speed below the name tags. (a great feature by-the-way). I can routinely achieve a seek time of 175ms or less to people in Europe. But that number varies. And while game manufacturers are constantly improving on prediction code to circumvent the effects of latency (there was a huge improvement from Ferrari Challenge to Supercar Challenge) it has not been eliminated and never will be. In my opinion, anything above 50ms is just unacceptable for the fast pace and lightning quick reactions of on-line racing. And in reality, that's not going to happen under the current internet framework. Whether you have a dedicated server or not, there are just some bottlenecks, distance being one of them, that we'll never overcome.

A little over a year ago, another GTPlanet forum member was in my area on business and stopped by my house, with his PS3 and G25 in tow. We were able to set up a mini network and had a few races in Ferrari Challenge using the LAN play option. The result was surreal. There was no lag at all. None. Nothing. It was possible to race side by side and the movements of the cars seemed perfectly natural, even under heavy braking. What a difference! There seemed little difference than when you raced AI cars. Now games like V8SS and NFS:Shift and even SCC itself have improved the visual tracking of the cars through more advanced prediction code and I expect GT5 will as well. But, especially under quick transient manoeuvers and under heavy braking, it's very, VERY easy to hit somebody in all of these games and quite unintentionally because where the car appears on screen is not necessarily where it REALLY is. There were several times during the event that close, side by side racing lead to a lot of unexpected contact. And in some cases it resulted in cars leaving the track. But this helps to illustrate my point. While at times there may appear to be little lag, there actually is an element of unpredictability underneath it all. And unless players can exchange packet data between each other in 25ms or less, there always will be.

I fear, no matter how much games improve or whether GT5 meets everybody's expectations, that this will always be a bit of a fly in the ointment when racing online. I now understand why PD may have decided to region lock most of the events.

It's clear that that on-line gaming is where things are going. And the market for LAN play is much smaller than the market for online play and it will continue to decline. Perhaps even disappear all together. I've used the LAN option for racing games a total of 3 times. But I'm very appreciative of the fact that Ferrari Challenge and Supercar Challenge still support it. No other PS3 racing game released in the last year does. And according to the alleged feature list, LAN play was not planned for GT5 either. Even though few people will probably ever take advantage of it, it's exclusion is someting I find rather lamentable. Because from my experience racing on-line and racing over a LAN, it's a very, very different experience. And it probably wouldn't be that hard or that much work to include it.

I would love the thought of being able to get half a dozen people together, set up a mini network and have a GT5 event, completely free of lag. But I'm afraid we're not going to have that option. Has anybody else played a racing game over a LAN environment? Will anybody else miss this feature in GT5?
 
Having LAN parties is amazing, whatever game involved. People will say "But hey, you can play with other people over the Internet!" going by this premise you would NEED to have an internet connection where you set up the LAN party. I know it's not rare to have an internet connection these days, but it's just one additional limitation. Nothing beats an afternoon of fun, beers and racing with the other people actually there with you, plus It is really sad that so few Playstation games (not talking about PS3, PS2 had so little support as well) support this feature. If the feature is dropped from GT5 I will be very sad. :(

And you know what? It's the only thing I really envy from the Xbox, even the original Xbox had a lot of network-enhanced games.
 
Personally i just want direct connections. Someday servers will close. It would be nice if we could still play online, but if matchmaking is gone, the netplay is gone.
 
Ho yes i need LAN connection.

Have 2 PS3 and 2 G25, with 2 plasma tv and 2 playseat and 2 GT5, for have a race at 2 players in same tracks vs IA and maybe with good internet connection can be 2 vs others real player online will be just....Amazing.!!!
 
Just want to say to the OP that you're right your ping is very important when it comes to online gaming more especially in FPS games. However if GT5 is going to be P2P like GT5P then the hosts upload connection is even more important. If the host doesn't have a fast enough upload connection then everyone will experience lag.

I started a thread many months ago for UK members explaining which ISPS provide fast upload speeds but unfortunately this was ignored. This was a mistake because come release day of GT5 there is going to be many members complaining about lag when they attempt to host a room of 16 with an upload connection of 448kbps. If you want to host races of 16 players then your going to need an upload connection of at least 1mb. This is assuming GT5 will be P2P rather than dedicated servers. Im fairly sure private rooms will be hosted via P2P.

Such a shame some members comment about petty details of GT5 and yet they are ignoring a very important aspect of GT5. The reason im saying this is because many in the UK do not realise how much faster, cheaper broadband is available to them which would be hugely beneficial to them when GT5 is released. My thread entailed details of how to check which ISPS are available and I can even tell exactly what speeds they will recieve. Like I said this was ignored which will come back to haunt them when GT5 is released.

I will say this to UK members if your broadband is ADSL Max i.e BT, AOL etc then I would seriously think about other alternatives before GT5 is released. Otherwise your limit to hosting rooms will only be around 8 players!!
 
GT5 will have private races?

In which case 2 (or more) PS3's with a local area connection connect to the 'lobby' via internets then 1 of the PS3's create a race.

race on PS3 1 appears in lobby PS3 2 gets server details, netcode notices they are both on the same subnet = instant lan like gaming.

lots of intenet games work like this for local machines. So if you have a password protected race you may have local gaming with an external server keeping tabs as it were.
 
Just want to say to the OP that you're right your ping is very important when it comes to online gaming more especially in FPS games. However if GT5 is going to be P2P like GT5P then the hosts upload connection is even more important. If the host doesn't have a fast enough upload connection then everyone will experience lag.

I started a thread many months ago for UK members explaining which ISPS provide fast upload speeds but unfortunately this was ignored. This was a mistake because come release day of GT5 there is going to be many members complaining about lag when they attempt to host a room of 16 with an upload connection of 448kbps. If you want to host races of 16 players then your going to need an upload connection of at least 1mb. This is assuming GT5 will be P2P rather than dedicated servers. Im fairly sure private rooms will be hosted via P2P.

Such a shame some members comment about petty details of GT5 and yet they are ignoring a very important aspect of GT5. The reason im saying this is because many in the UK do not realise how much faster, cheaper broadband is available to them which would be hugely beneficial to them when GT5 is released. My thread entailed details of how to check which ISPS are available and I can even tell exactly what speeds they will recieve. Like I said this was ignored which will come back to haunt them when GT5 is released.

I will say this to UK members if your broadband is ADSL Max i.e BT, AOL etc then I would seriously think about other alternatives before GT5 is released. Otherwise your limit to hosting rooms will only be around 8 players!!


All very good points. And yes, with one person acting as the host, it is important to have good throughput, the more people you have in the lobby. Fortunately in my case, I think I have that covered. ;)



Four out of Five times, I end up the host for GT5P races. There are pros and cons with dedicated servers or P2P connections. As a beta tester for Supercar Challenge, which also utilizes a P2P system, I was somewhat dismayed at the number of problems some people had entering or staying in a lobby. And in larger lobbies, with 8 or more people, it's almost inevitable that somebody will have an issue. More often than not, it turns out to be NAT negotiation failure. Using DMZ or port forwarding can help to eliminate this. But of course it requires the cooperation of everybody in the lobby. People often have 'noisy' networks or simply restrictive firewalls and it can cause quite a calamity. I think to an extent, Prologue's player matching system has helped to mask these issues because incompatible people simply don't end up together. But once GT5P is out and private lobbies are available, I suspect the same sort of issues will manifest themselves. (Assuming of course PD sticks with the P2P system).

Anyway, my real point for starting this thread was to discuss the lack of LAN options in GT5. And whine about it. :sly: Who knows, maybe PD will surprise us and actually include this feature. Goodness knows they've had enough time.


GT5 will have private races?

In which case 2 (or more) PS3's with a local area connection connect to the 'lobby' via internets then 1 of the PS3's create a race.

race on PS3 1 appears in lobby PS3 2 gets server details, netcode notices they are both on the same subnet = instant lan like gaming.

lots of intenet games work like this for local machines. So if you have a password protected race you may have local gaming with an external server keeping tabs as it were.

This may or may NOT work though. I tried experimenting with this using Ferrari Challenge. And it actually would not allow two players to connect on the same subnet. :(
 
If previous GT games had LAN functionality then why assume GT5 wont?

The Playstation mag was the first to confirm multiscreen functionality.
It better consider im buidling a cockpit specifically for that. Thsi works in the same way by networking each PS3 so chances are if indeed GT5 supports multiscreen then it should also support LAN play.
 
If previous GT games had LAN functionality then why assume GT5 wont?

The Playstation mag was the first to confirm multiscreen functionality.
It better consider im buidling a cockpit specifically for that. Thsi works in the same way by networking each PS3 so chances are if indeed GT5 supports multiscreen then it should also support LAN play.

I hope you're right. I'm basing it on the fact that it was not on the short lived 'feature list'. And on the fact that LAN functionality seems to be an endangered species. SSV8 doesn't have it. NFS:Shift doesn't have it. And let's face it, times are changing and not many people use it anymore. So in that sense, I can understand developers not wanting to put a lot of time, energy and money developing it. But as it seems to be the only way to enjoy a truly superior and completely lag free, multiplayer racing environment....I wish they would.
 
I But as it seems to be the only way to enjoy a truly superior and completely lag free, multiplayer racing environment....I wish they would.

Believe me when I say that GT4's LAN was not lag free.

Lag may be the wrong word as frame rate drop is probably the term.

We use 3 setups and when the racing gets tight (or someone gets separated) on certain tracks it can drop quite a bit.
I'm not complaining about it but I would like to see that change with GT5.

LAN racing is so much fun but if the same can be done by going online then PD may drop it.
I don' t think this will happen and it would suck for the multi-screen setups, unless..........
and I've thought of this for a long time, what if the PS3 would support multi-screens through the HDMI or USB's?
Could it work?
Is it more software or hardware related?

Sounds PS4 to me.

Back to LAN racing, it's great to be in the same room with good drivers and really get some actual professional style racing.
It also seems a lot different then online racing, but that may be the difference between GT4 and GT5P.
One thing I know is ambiance can be everything.

I obviously want LAN for GT5.
 
Believe me when I say that GT4's LAN was not lag free.

Lag may be the wrong word as frame rate drop is probably the term.

Yes, that would be different then. Lag in online racing is the result of the length of time it takes packets of data to reach your PS3 from somebody else's. It wouldn't (or shouldn't) affect the frame rate or scenery--just the cars. A lot of games try to compensate by writing prediction code with some degree of success. At least visually. Look at how smoothly the cars react in NFS:Shift compared to the somewhat erratic movements in Prologue. But when you start driving very closely together and banging wheels, the truth is often revealed.


Back to LAN racing...It also seems a lot different then online racing

Heck yes. If somebody punts you out, you can just turn around and give them a good beating. Retribution is swift. :lol:


Presumably the recent GT Academy stuff was all LAN, no?

I would assume it was. And for that reason I guess we can hold a glimmer of hope. But I suppose what was used for the GT Academy finals had little relation to the final game.
 
LAN would be awesome.

I just got the internet at home after moving and I have never been able to get into an online race with GT5P. Whats the deal with that?

The only LAN game I have ever played was with 4 Xboxs 16 mates and Halo.

I've played abit of FPS on the net but I always get kicked out for having a bad ping rate.
 
This may or may NOT work though. I tried experimenting with this using Ferrari Challenge. And it actually would not allow two players to connect on the same subnet. :(

Was FC P2P?

I haven't snooped the packets on the local network here to see whats going on with prologue, but i'm pretty sure that netcode allows more than 1 on the same subnet.

The guy that makes those flash visionracer setups had multiplayer running on prologue at his office. Or have i missed the boat completely and there is a lan option? TBH i didn't take much notice when i was in the options screen and haven't booted up the PS3 for a while now.........
 
Just want to say to the OP that you're right your ping is very important when it comes to online gaming more especially in FPS games. However if GT5 is going to be P2P like GT5P then the hosts upload connection is even more important. If the host doesn't have a fast enough upload connection then everyone will experience lag.

I started a thread many months ago for UK members explaining which ISPS provide fast upload speeds but unfortunately this was ignored. This was a mistake because come release day of GT5 there is going to be many members complaining about lag when they attempt to host a room of 16 with an upload connection of 448kbps. If you want to host races of 16 players then your going to need an upload connection of at least 1mb. This is assuming GT5 will be P2P rather than dedicated servers. Im fairly sure private rooms will be hosted via P2P.

Such a shame some members comment about petty details of GT5 and yet they are ignoring a very important aspect of GT5. The reason im saying this is because many in the UK do not realise how much faster, cheaper broadband is available to them which would be hugely beneficial to them when GT5 is released. My thread entailed details of how to check which ISPS are available and I can even tell exactly what speeds they will recieve. Like I said this was ignored which will come back to haunt them when GT5 is released.

I will say this to UK members if your broadband is ADSL Max i.e BT, AOL etc then I would seriously think about other alternatives before GT5 is released. Otherwise your limit to hosting rooms will only be around 8 players!!

I can't help but correct you. I was going to post in your thread, but it's pretty old. You advice is seriously flawed, the best reasonably priced ADSL connection to use in the UK is currently BT business broadband. It may not be as fast to download on as Virgin, but it consistantly has low a ping and the contention ratio is significantly better than any LLU. Business broadband is capped in reality to about 25/1 contention ratio. All regular broadband, including LLU, is a lot closer to 60/1.

AOL is now owned and operated by the TalkTalk group. The vast majority of AOL customers have been migrated onto LLU technology.

All LLU in the UK are limited by thier backhaul connection, one exchange installation typically has a maximum of 1000 customers. These customer all share a dedicated 100mb fibre circuit. LLU circuits initially, ie the first 100 customers, all have a great service until they fill the rack, and then the connection severely deteriorates. If every customer is limited to 1 mb then the contention ratio of 10/1 would be great, but in reality, the ISP push anything up to 8meg to each customer, which averages out at about 50/1. Inner city areas are worse, at near 80/1, and don't even get me started about LLU 24meg.

Uploads fall under the same category. I would take 256kbps upload from business grade broadband before i'd take 1 meg from an LLU. I can also honestly say that the smoothest i ever played online was on a 2 meg circuit with 0.5 meg upload at a contention ratio of about 10/1.
 
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Was FC P2P?

I haven't snooped the packets on the local network here to see whats going on with prologue, but i'm pretty sure that netcode allows more than 1 on the same subnet.

The guy that makes those flash visionracer setups had multiplayer running on prologue at his office. Or have i missed the boat completely and there is a lan option? TBH i didn't take much notice when i was in the options screen and haven't booted up the PS3 for a while now.........

Yes, Ferrari Challenge does use a P2P connection as well. When I tried to run a race with two people on the same subnet, the lobby opened, the race started, and both people continued the race. However, our respective cars promptly disappeared from each other's screens, even though we were both still in the lobby. We tried this multiple times. There must be something in the coding which prevents it from working in that mode.

Prologue has a 'split screen' function for multiplayer but I always found it rather compromising, even on a large TV.
 
...according to the alleged feature list, LAN play was not planned for GT5 either. Even though few people will probably ever take advantage of it, it's exclusion is someting I find rather lamentable...

Perhaps calm your sorrow with the consolation that even fewer people will use the Toyota FT-86 sat-nav race track ghost lap magic(tm) and we are told that that's implemented...
 
If the game has any form of network play, you'll be able to get a few of your mates together and play like you are on a LAN, regardless of whether or not it has a LAN mode. It may need additional hardware and software, but it's all possible.
 
I certainly hope so, but i always thought it was game specific. Ive been keen to do GT4 lan for ages and will do so soon hopefully. But not having that ability in GT5 would be a downright shame. Racing games in particular (along with FPS) should always have a lan capability
 
I hope LAN is in GT5. Although, I don't have much cause to care, because none of my friends like Gran Turismo. Or any simulator, for that matter. That doesn't change the fact that I'm in favor of it. You know, on the off-chance 👍
 
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I used to play video games via LAN but since then I have moved with the times. I've been online gaming since the PS2 days back in 2005 and never looked back.

I can only speak for UK members but these days there is no reason why you shouldn't get your console online instead of using LAN. Most ISPS provide routers that are automatically configured to allow a open NAT which means you shouldn't have any problems connecting with other gamers. These days its much easier to get your console working online compared to back to my PS2 days. Having to configure the network adapter used to be a nightmare!

So my advice is forget about LAN and come out of the dark ages and play GT5 online. As Kaz has already stated they have made alot of effort with GT5 online and it would be a shame if you didn't make the most of this. I sometimes get the impression that some members are going to play GT5 in a similiar way to GT4. Well your going to be in for a shock because they will differ hugely.
 
I used to play video games via LAN but since then I have moved with the times. I've been online gaming since the PS2 days back in 2005 and never looked back.

I can only speak for UK members but these days there is no reason why you shouldn't get your console online instead of using LAN. Most ISPS provide routers that are automatically configured to allow a open NAT which means you shouldn't have any problems connecting with other gamers. These days its much easier to get your console working online compared to back to my PS2 days. Having to configure the network adapter used to be a nightmare!

So my advice is forget about LAN and come out of the dark ages and play GT5 online. As Kaz has already stated they have made alot of effort with GT5 online and it would be a shame if you didn't make the most of this. I sometimes get the impression that some members are going to play GT5 in a similiar way to GT4. Well your going to be in for a shock because they will differ hugely.


With respect IVORBIGUN, I think you're missing the point. Or at least mine. I've spent hundreds of hours racing on-line. I intend to continue doing so and I'm not suggesting that we eliminate on-line play and go BACK to LAN play only. As I've said, I've only had, or let's say, taken the opportunity to use LAN play in Ferrari Challenge 3 times. And let's face it, how many people have an area big enough to set up 6-10 people using a PS3, LCD screen and possibly a wheel setup as well. Just the logistics of such a scenario means it's unlikely to happen except on very special, well thought out and long planned occasions. But I would like to HAVE that option available.

As I've demonstrated earlier in this thread, I have a very fast internet connection. During most organized events, I take the trouble to run a CAT5 cable directly from my PS3 to my modem, bypassing my router completely, effectively shutting off service to the rest of my house and family, for the purity of setting up a true NAT1 connection without bottlenecks. But latency and the accompanying lag can still manifest itself, especially in a P2P environment because the player (or players) with the slowest connection will be the weakest link in the chain.

Take a look at this video for example.

[YOUTUBEhd]<object width="1280" height="745"><param name="movie" value="http://www.youtube.com/v/LM0YkhpzZT0&hl=en_US&fs=1&rel=0&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LM0YkhpzZT0&hl=en_US&fs=1&rel=0&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="1280" height="745"></embed></object>[/YOUTUBEhd]

Now let me ask you, did he push me wide? Was it intentional? Was it an accident. Or was it just that the lag and prediction code was so horrendous that you can't even tell with any degree of certainty where he really was. Perhaps he drifted into me. Or perhaps from his perspective, I ran into him.

And THIS is my point. No matter how good GT5 is, it's impossible for any developer to completely eliminate the affects of latency because it's an element that's completely out of their control. No matter how good or impressive you think your connection is, the reactions, movements and placement of opposing cars in an online race will never, ever be as precise as what you'd get in a LAN environment. It's all about packet data and how quickly it moves from your PS3 to your opponents PS3 and back again. Even eliminating all possible bottlenecks, there's one thing you can never improve upon. At least according to Einstein.

I haven't given up with on-line racing and I find it a wonderful and enjoyable experience. But on the off chance that I can get 3-4 friends together with their PS3s, I'd like to be able to...improve the odds. So to speak.
 
Thats why private rooms are good. We race 20-30 people at the time with no lag (PC sims), because we have an agreement. You race online with lots of people if your internet is good enough.
 
Thats why private rooms are good. We race 20-30 people at the time with no lag (PC sims), because we have an agreement. You race online with lots of people if your internet is good enough.

That's perhaps a bit of a misnomer. If you're using a PC sim that utilizes a dedicated server, and all members have good upload, throughput, DNS resolution, and are physically less than 200 kmh away, you'll probably do OK. But it's impossible not to have ANY lag. Good prediction code can mask a lot of problems until there are dropped packets. Either way, under those conditions, you'd probably be hard pressed to really notice any latency related problems. And then, only if you were right on the other car's bumper, lap after lap.
 
Well, seeing as I use a USB stick for my GT4 photos instead of a floppy disc tells me that both floppy discs and LAN connections are about as useful as learning an ancient language no-one except old farmers use.
 
jjaisli, you've stolen my topic :lol:

lots of intenet games work like this for local machines. So if you have a password protected race you may have local gaming with an external server keeping tabs as it were.

Yes, but you depend on an external server. Furthermore the netcode might be optimized for online gaming and not take advantage of LAN conditions.

If previous GT games had LAN functionality then why assume GT5 wont?

The Playstation mag was the first to confirm multiscreen functionality.
It better consider im buidling a cockpit specifically for that. Thsi works in the same way by networking each PS3 so chances are if indeed GT5 supports multiscreen then it should also support LAN play.

Forza 1 + 2 had system link. It was removed in Forza 3 although it still supports multi screen.
Many other games were shipped without LAN mode, e.g. Shift, V8 Superstars, GT5P, Motorstorm 1+2, Wipeout HD

Presumably the recent GT Academy stuff was all LAN, no?
From what I remember it depended on a PD server. Afaik one of the reasons why some GT Academy events used GT5P.

Edit: I've found something
https://www.gtplanet.net/forum/showthread.php?t=119435
https://www.gtplanet.net/forum/showthread.php?t=126323

Hint: PGR4 can even combine split screen and system link (Blur won't). Great feature! Split screen works online, too.
 
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jjaisli, you've stolen my topic :lol:

Nonsense, just warming it up for you. :lol:

I actually hadn't thought about racing in LAN mode for a while. But after the Pentathlon and watching the videos, and noticing everything from small to prodigious amounts of lag in every single race, I was a bit dismayed. And recently, a friend of mine from the mid-west was supposed to come out and visit and I was trying to convince him to bring his PS3 with him so we could do a little LAN racing. And that combined with your comments in the SCC thread had me thinking about GT5 and the likely possability that this feature would be dropped.

Needless to say, your participation in this thread is of course, welcome. ;)
 
To answer the question in the thread title ... yes.

I'll be honest, I never used LAN play. The only time I remember to hook up two consoles was with GT3 and using an i.link cable (two fat PS2s). This happened once, back in 2002.

Now, I'm all for LAN play being available. And considering I have another family member that likes to do some racing, IF I had a nice basement to race against him I'm sure getting a second console, a second wheel and a second game wouldn't be a big problem.

But ... if you consider all it takes to do it ... LAN play will always be something 0.0000001% of gamers use. And even those 0.0000001% will only use it only 0,0000000000000000001% of the time they play. So I understand recent games not having it.
 
I'll be honest, I never used LAN play.

Well, don't just sit around. Get to it! 👍


But ... if you consider all it takes to do it ... LAN play will always be something 0.0000001% of gamers use. And even those 0.0000001% will only use it only 0,0000000000000000001% of the time they play...

:odd: Hmmmm. Can you prove those stats? Don't make me drag the AUP into this now. ;):lol:
 

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