So we can send an avatar's position, velocity and start time, and the information that it is walking, and the other hosts will base their calculations on their understanding of 'walk' and the original parameters. This is a kind of data compression. The simplest answer is to have users behave, but this won't work in all situations. We could have the entity moderate , but this slows down the system because the entity will always have to send a message back saying who won. Filtering Updates Even if each entity sends out a packet only every few seconds, for a large scale DVE, we run out of bandwidth quickly.
Sound occlusion is difficult.
Usually DVEs use a combination. For a small world, we can have a central server to which all hosts connect. Or we can have complete connection, but then every host must send every update n-1 times. In multicasting a packet is addressed not to an individual host, but to a group address. Each host can choose whether to listen to a particular multicast group address at any one time.