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You guys are wrong on your bandwidth calculations.
1 Byte = 1024 bits (or 2^10 bits)
1 KByte = 1024 Bytes (or 2^20 bits)
1 MByte = 1024 KBytes (or 2^23 bits)
10mbit = 2^20*10 = 10485760 bits per second
10485760 / 8 = 1,310,720 Bytes/sec
1310720 / 1024 = 1,280 KBytes/sec
1280 / 1024 = 1.25MBytes/sec
so 10Mb lan has a theoretical maximum throughput of 1.25MB/sec.
The actual performance will be slightly lower than this (typically 10% slower in most situations), since some of the bandwidth is used up by the TCP/IP frame itself and flow control data (since neither contain any of the data that is intended to transfer)
100Mb lan has a theoretical throughput of 12.5MB/sec
Funny little quote in the docs for the naysayers.
Originally Posted by cmal1492
I definetely wont take anything away from his work. Its good stuff although a select few have already known this for a while. I give him credit for having the balls to release the info.
Big thanks to filterX for releasing the zoneloader executable which entitles the source to be released.
The above attachment needs deleting. It has the zoneloader source, which is okay, but it also explains ps2 boot protection, which is (i think) taboo discussion on here.
It does NOT, however, give all the needed information on how to open a pirate factory. (laugh)
Also it solves the mystery for why a FEW CD games have errors on the disc, but most do not.
I will give you a hint. it has to do with the catalog number of the game!
Originally Posted by _zaphod_
Its not illegal at all actually. It does nothing but explain how the protection works. It does not give you access to anything proprietary or any intellectual property. The scrambled file isnt even copyright of datel.
Well I maybe a PS2-Scene noob but this does not mean you does it < G >?
Why play with lame HDL/A stuff when you can rock with the SB! *G*
LOL! no man. not me!
Originally Posted by Bucko
Originally Posted by <G>
At least they did not release the tools to make direct boot ISO's.
the 10% is already pretty low calculation, as 10mbit operates in half-duplex mode, allowing normally a maximum load of 80% due to the error correction and collisions.
Originally Posted by SlinkyDink
the throughput also depends on whether you run 10mbit via a switch or hub and on how many stations are part of the network. also broadcast load and other factory play some role in this calculation.
having 8mbit/s effective throughput is normally pretty good for a 10mbit network (being 1mbyte/s).
another story is running things through a wireless lan. the nominal 10mbit/s are reduced to max 4-5mbit/s there (as the 10mbit is only a extremely theoretical calculation in those networks).
if you use a wireless bridge to connect to an ap this can even reduce speed further (as in most implementation the data is transmitted 2 time over the shared medium: 1 time form bridge to ap and then to the receiving client) so the effective throughput is at about 2-3 mbit/s there.
you say you use 802.11g? good. but dont expect 54mbit out of it. do you have "old" 10mbit systems in the same wireless domain? bad idea! this drastically reduces you throughput as soon as those clients send data (what they do all the time), as the medium is blocked for the g-clients while the b-clients transmit *g*
btw, networkers have strange minds:
1Mbit/s=1000kbit/s, not 1024kbit/s
not to confuse with:
so the calculation is much much more complicated, if you look into the detail ;-)
as such, 100Mbit/s is 100*1000*1024/8bytes/s=12800000bytes/s
=12800000/1024/1024Mbytes/s= (about) 12,2Mbytes/s
Because there aren't any.
Originally Posted by w1ze0ne
You won't be seeing that "server" app they're talking about any time soon either. Just blowing smoke up people's asses as usual.