Well what you are saying makes total sense
I was asking 'cause although I think that sending a delta compressed game state to the client for every tick makes more sense, I noticed that a lot of game servers opt for sending updates for every single game object separately.
Is there a reason for that? Is it for making it easier to deal with stuff such as dynamic creation and deletion of game objects? Or is it simply something that is very related to the kind of game someone is working on?
That said I have another question: is there any known drawback on using a binary based delta compression (in my case it is completely "message agnostic" and could work on any kind of binary buffer) instead of an approach where I keep track of what has been changed since the last tick and create a packet out of the changed data only?