Closed james7132 closed 5 years ago
This may require evaluation of whether this is worth it or not. Most of the packets we are sending are somewhere in the 20-50 byte range before LZ4 compression. At the current size, we might actually increase bandwidth usage if we implemented delta compression and increased send rate.
This might require momentary reliable sequenced communication to transfer a snapshot of the game state, then send momentary deltas relative to that snapshot. This can strongly reduce the bandwidth used by the server. Example: send snapshot every second, then delta every 1/15 of a second. This can be used to decrease overall bandwidth while increasing synchronization rate.
This has already been applied to player input as a form of bandwidth reduction.