   Scene Synchronization problem over Network
  hi allI have five (05) visual Computers (PCs) covering/capturing different views  of the same scene making a complete single view of 225 degree of Ships Bridge (each system represent view of 45 degress. The movement of this ship is controlled by another PC (Ship controller) which contains all relevant control for ship handling. The message from the ship controller PC is passed to all the five (05) visual clients using Asynchronous remoting.In the start the ship movement is perfect and scene is perfectly synchronized over 05 visual PCs but as the time passes and different commands from the ship controller is passed to the visuals the gets un synchronized.IS any person give some suggestion that how can i can keep all of my five (05) visuals PCs in synchronized all the time so that give a perfect and smooth scene at the outputI am doing time based simulation in my engine.   
  The simplest answer would be to buy a multi-pipe scene graph, like Vega Prime or something.If you can't do that, then the second problem is when you say "remoting" -- remoting is not a technology that is intended for high-performance, low-latency communications.Assuming your display systems just receive entity position/state messages, and render them to screens, and the entity position/states are generated by the simulation PC, then I would just treat the end PCs as dumb display devices, and broadcast state updates from the simulation PC using UDP datagrams when any data changes. Also make sure to send out a state update for things that don't change every so often (say, every 5 seconds?) for the case where someone steps on the cable and an update packet is dropped, so it can recover.;  thanks for your answer. First you told me that Remoting is not high performance then plz let me know which technique/technology should i use for efficient communication.Secondly i have tried by sending data after 5 sec its works well but while ship is in turning position sometimes it feels jerks in different screens (among the five output display) can u tell me is there any other way (other than sending the updates) to keep my all outputs (05) in exact synchronize giving a smooth single/complete output;  Use gigabit networking, and send telemetry very often. Telemetry needs to include position, orientation, velocity and spin values, so that the displays can forward extrapolate, unless you send data 60 times a second for each entity.Note that I said broadcast data as soon as it changes, and then re-send data every 5 seconds to make sure that any dropped packets are compensated for. In a properly provisioned network, there won't be any dropped packets, unless you have hardware problems (temporary stall on a machine; cable falling out; that kind of thing).Instead of remoting, I'd suggest using regular network streams with marshalled data. UDP or TCP will both work well on a dedicated LAN.Honestly, though, this is a fairly hard problem to do right (as in, gen-locked between the different screens), so I would suggest you buy a working, debugged, solution instead, unless there's some strictly necessary reason to do it yourself.Let's do a little back-of-the-envelope calculation. Let's assume you're using 24 bytes for position, and 12 bytes each for orientation, velocity, and spin. Add about 8 bytes for entity identification and timestamping per entity, and pack it into 1500 byte datagrams (with UDP/IP overhead). That turns into 68 bytes per entity, or about 21 entity updates per packet. Assuming most of the scene is static (land) or deterministic based on time (sea movement, clouds), then you probably have 500 entities or less to worry about on the network. That's 25 UDP datagrams to update all the entities. On gigabit Ethernet, you can send over 60,000 such datagrams per second (assuming your hardware can keep up), so you can easily send full data about all entities each frame, with lots of capacity to spare.