This pushing force can be transformed, by a connecting rod and flywheel, into rotational force for work.The term 'steam engine' is generally applied only to reciprocating engines as just. The majority of apps can't support multiplayer/VoIP on 2.5mbit - usually 20mbit is required for those types of use-cases. A steam engine is a heat engine that performs mechanical work using steam as its working fluid.The steam engine uses the force produced by steam pressure to push a piston back and forth inside a cylinder. What is your testing protocol? Are you in a blank SteamVR compositor environment? Is your app open when testing? Another guess is that your app is taking up the majority of your 2.5mbit pipe and so your testing protocol may only be capturing the bandwidth that's available after the other processes. Another thought is that you're possibly maxing out your USB or motherboard bandwidth or maxing out your CPU or another resource but overall this is a pretty weird case. I'd recommend opening task manager and seeing what your network usage is. If I had to guess, you launching into VR may be causing some background network usage (such as Steam workshop downloads) which is competing for bandwidth. How are you connecting to the internet? Are you using a USB-based WiFi/Ethernet adapter? I'm not aware of any other cases which I could reference which cite this as a issue. This is not an error I've heard before.
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