Closed prodigga closed 5 years ago
hi @prodigga , were you able to solve this issue? I'm interested in using nakama but this kind of issues worry me.
We no longer use Nakama so I can't say whether it has been resolved or not.
On Fri., 21 Dec. 2018, 8:58 am Laurens Rodriguez <notifications@github.com wrote:
hi @prodigga https://github.com/prodigga , were you able to solve this issue? I'm interested in using nakama but this kind of issues worry me.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/heroiclabs/nakama/issues/196#issuecomment-449148676, or mute the thread https://github.com/notifications/unsubscribe-auth/AALThCE8CGOz74MoEF5KVwVHSO7orn0Aks5u7AgLgaJpZM4TkiWD .
We no longer use Nakama so I can't say whether it has been resolved or not.
oh, can you tell me what are you using now?
This refers to the old Nakama 1.x rUDP protocol and no longer applies. The Nakama 2.x version is not yet open-source but is not based on the 1.x protocol and not subject to this issue.
@ex If you want to chat to Tim off-topic I know he's active on Twitter and Reddit so reach out there.
Hello there, we are using the latest Unity 2018 b13 with the latest Nakama/Cockroach versions (N: 1.4.1, CR: 2.0.1).
Latency issues: When we test with Websockets, the RTT from clientA > Nakama > ClientB > Nakama > ClientA is 80ms. When we test with rUDP, the RTT from clientA > Nakama > ClientB > Nakama > ClientA is 250ms.
We noticed that if we sent messages unreliably then the RTT was comparable to Websockets. But we still need to be able to send messages reliably in a timely manner. (Weapon fire event, damage events, etc).
In our test scene, we treat positional updates as unreliable and weapon events as reliable. The movement is super responsive and smooth (Our Networked Transform code can handle dropped packets just fine), but the shooting feels really laggy because the RTT is 250ms when it should really be 80ms~.
Garbage generation: It looks like there is about 10kb's of garbage being generated for every event being sent (Reliable and unreliable)