4 ms·
I used zstd for on-the-fly compression of game data for p2p multiplayer synchronization, and got 2-5x as much data (depends on the payload type) in each TCP pac
by golergka 7y ago
I used zstd for on-the-fly compression of game data for p2p multiplayer synchronization, and got 2-5x as much data (depends on the payload type) in each TCP packet. Sad that it still doesn't get much adoption in the industry.