Serious Sam handled massive amounts of enemies on 56k modem connections

Overall impressions & nostalgia

  • Commenters recall Serious Sam as exceptionally fun, fast, and reliable, especially for LAN play and split‑screen.
  • Many emphasize how impressive the large enemy counts were on modest early‑2000s hardware and 56k modems.
  • The game is now seen as both a deliberate throwback to Doom/Quake and a classic in its own right.

Networking model & determinism

  • The article’s analysis of Serious Sam’s deterministic lockstep netcode resonates strongly; people link it to the classic “1500 archers on a 28.8” Age of Empires paper.
  • Several note that this model is still common in RTS and some fighting games, and in modern titles like Factorio.
  • One of the original developers briefly describes prototyping the netcode early, inspired by QuakeWorld prediction.

Doom/Quake comparisons

  • Serious Sam’s approach is likened to Doom’s (clients simulate the world, send inputs), in contrast to Quake’s server‑driven state updates.
  • Some argue Quake’s dedicated server model is “superior”; others counter that each design is fit for different constraints (scene complexity, bandwidth).

Lockstep pros and cons

  • Advantages: huge bandwidth savings; suitable for low‑bandwidth era; can prevent some cheat classes if you trust the peers.
  • Disadvantages listed:
    • Building perfectly deterministic sims is “brutally difficult,” especially across platforms and compilers.
    • Everyone is bound by the slowest client.
    • Each client has full world state, enabling certain cheats.
    • Input delay or pausing is needed to wait for remote inputs; disliked in latency‑sensitive genres.
  • Rollback netcode in fighting games is mentioned as an evolution that maintains determinism but hides latency via rewinding/resimulation.

UDP vs TCP

  • Custom protocols over UDP are preferred because TCP’s in‑order delivery and retransmission cause freezes on packet loss.
  • With UDP, games can render whatever arrives, selectively request resends, and avoid large latency spikes.

Performance, engines, and “bloat”

  • Commenters contrast Serious Sam’s efficiency with some modern titles that struggle with far fewer entities despite far greater bandwidth and compute, invoking “software bloat” and Wirth’s law.
  • Croteam’s later work (Talos series) is praised; some lament the shift from a custom Vulkan engine to Unreal Engine and criticize temporal anti‑aliasing and performance.

Sound design & atmosphere

  • The screaming kamikaze enemies and other audio moments (compared to Half‑Life and Left 4 Dead examples) are cited as iconic, effective, and sometimes nightmare‑inducing, highlighting how strong sound design amplified the gameplay.