The more improbable the message, the less "compressible" it is, and the more bandwidth it requires. This is Shannon's point: the essence is its improbability.
Most of the network related programming in games has to do with providing a good interactive experience when playing over the internet. This matter is very different from serving web pages. The primary concern there is to handle connection latency, latency fluctuations, packet loss and bandwidth limitations, and pretty much hide all of that from the player's experience.
If a company is distributing images and video then obviously they need bandwidth solutions. But if they are looking to the mass market then they must develop WAP sites.
If [YouTube] were to switch to Theora and maintain even a semblance of the current YouTube quality it would take up most available bandwidth across the internet.
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