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#ActualVexal

Posted 13 May 2013 - 03:47 PM

Is it better to pack as much information into a single state update packet as possible, or should I send a separate packet for each update?

 

Currently, I'm sending a single packet per object every 64 milliseconds, and am implementing a method similar to the one in this article: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking.  

 

Each packet is 88 bytes.  Is it more efficient to pack as many updates into a single packet as possible?  And if so, what size should the packet be?  I would like this to scale to a large number of players and a large number of physics objects, but looking at my task manager, my server is already using about 1/4 mb/s just for about 10 objects and a single client.

 

Edit:  Not sure why the last paragraph is bold.


#1Vexal

Posted 13 May 2013 - 03:47 PM

Is it better to pack as much information into a single state update packet as possible, or should I send a separate packet for each update?

 

Currently, I'm sending a single packet per object every 64 milliseconds, and am implementing a method similar to the one in this article: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking.  

 

Each packet is 88 bytes.  Is it more efficient to pack as many updates into a single packet as possible?  And if so, what size should the packet be?  I would like this to scale to a large number of players and a large number of physics objects, but looking at my task manager, my server is already using about 1/4 mb/s just for about 10 objects and a single client.


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