So, I'm wondering how I might approach the problem of throttling the server to make best use of the bandwidth. I honestly have no idea where to start with this and my google fu has turned up very little, probably because I don't know what I'm looking for exactly.
At the moment, I have the server locked to send updates at 100ms for connected clients. This has been working fine, but it made me realise that when I'm playing on a LAN with a couple of players, the server could afford to send updates faster than this without overloading the network or the clients. However, if I'm connecting to a server on the net with many other players, then the server should back off so as not to overload anything. Is this a reasonable idea? Do other games do things like this or should I just stick with my hard coded 100ms?
I can already do things like throttle updates on objects based on their game-play effects and their relevance to a particular client, so not to worried about that. I just feel like that in cases where there are fewer clients or low pings for example, the server can afford to turn things up and thus give the players a better experience with less correction going on.
Does anyone have any ideas or experience with doing this? Is it a good or bad idea? If it is a good idea, how might I approach this? Would it involve some algorithm taking into account the connected client pings to work out how fast the server can safely send updates?