@up100 wrote:
@F1Aussie wrote:
Does the UDP in this allow use of multiple devices? For example in prior years games I could only run either my display or shakers but not both. There had to be convoluted hacks to try and get them to both work at the same time.
As far as I understand, this more-so depends on the implementation by the software used, rather than an inherent problem with the current system
In many cases, the issue may come from the listener not allowing multiple binds to the same port. This seems to be the default behaviour on .NET languages, which can then be overwritten with SocketOptionName.ReuseAddress
Although I need to admit I haven't looked into this too much (my software doesn't even allow different ports to be used!)
FYI the info there is not quite correct.
Re @F1Aussie 's question, they asked about "multiple devices". Multiple device support is really dependant on the game's output of the telemetry. The F1 games have supported outputting to multiple devices for a long time, there is a "Broadcast" mode flag in the telemetry settings that will do just that. For most people it should just work, however some networking hardware can be a bit problematic with broadcast data and either cause lag, or not relay it at all. Usually this can be solved with settings changes to the router, or it is possible that using a subnet broadcast IP (with broadcast mode off) may also work (i suspect F1 uses a global broadcast and subnet broadcasts are slightly better supported, but I have never bothered to actually confirmed this for sure).
@up100 's response only really applies to using multiple apps on a single device with them all being able to receive telemetry. The socket binding settings can lock a port to a single app, so unless the telemetry app allows socket reuse then other apps on the same device cant also listen for telemetry.