1.6 Applicability Statement

The DirectPlay Voice Protocol is designed to provide voice communications between voice clients within a game session.

The following table describes the characteristics of each game session type based on latency of voice traffic, CPU usage of the voice clients and the voice server, and the bandwidth usage of the server and clients.

 Voice session type

 Latency (voice traffic)

 CPU Usage (voice clients)

 CPU usage (voice server)

 Bandwidth (voice clients)

 Bandwidth (voice server)

Peer Voice Session Subprotocol

Lowest

Scales with the number of people talking to a voice client.

Fixed

Scales with the number of people talking to voice client. Also scales by the number of people the voice client is talking to.

Fixed

Mixing Voice Session Subprotocol

Highest

Fixed

Scales with the number of unique mixes and number of people talking.

Fixed

Scales with the number of people receiving voice.

Forwarding Voice Session Subprotocol

Medium

Fixed

Fixed

Scales with the number of people talking to the voice client.

Scales with the number of people talking.

Echo Voice Session Subprotocol

Medium

Fixed

Fixed

Fixed

Scales with the number of people talking.