3 ms·
If you share data about every player to every player, every frame (or tick) then it adds up pretty quickly.
by 0xFF0123 6y ago
If you share data about every player to every player, every frame (or tick) then it adds up pretty quickly.
- Jare 6y agoYou want to limit as much as possible what you share about all players, not just for performance but also for cheating reasons. Rule-of-thumb, any information that does not translate into something the player can perceive in his screen/audio for that frame, should not be sent in that frame.
- fxtentacle 6y agoThe disadvantage of that is that you cannot do reliable client side prediction anymore, meaning you now need to send the full physics state instead of sending just an error correction signal.