3 ms·
The point is though that sending 15x more data is not an issue when you're only sending a few bytes per tick. When optimizing, you always profile and optimize
by NickPollard 12y ago
The point is though that sending 15x more data is not an issue when you're only sending a few bytes per tick.
When optimizing, you always profile and optimize the bottleneck first. For a lot of people in a lot of situations, latency, not bandwidth, is the bottleneck, and that's exactly what this solution solves. Compared to e.g. Standard web usage, most games are actually very small amounts of data sent, but very high time criticality, and hence very sensitive to latency.