On Tue, Apr 14, 2009 at 10:52 PM, Lee Salzman <[email protected]> wrote:
> Regardless, the biggest consumers of bandwidth and perhaps the most latency > sensitive data is position packets. In Cube 1/2, each position packet runs > about 20 bytes for each player (since it carries position, velocity, any > physics/animation state, etc), and it is sent unreliably at a fixed rate of > 30 times a second. So you end up with a situation where the bandwidth usage > is (for N=number of players): N*(N-1)*20*30 bytes per second, since each > player must send its position to every other player. Do you know how much the overhead there is for udp and enet headers? > If you went with a peer-peer scheme, the individual load > per peer would then only be (N-1)*20*30, but with greater overhead in > packets/headers, since they can't be bulked together into a single packet - > each update goes to a different client. But for each peer, this is all > upstream bandwidth. What did you mean by this? wouldn't the full upstream/downstream bandwidth be 2 * ( (N-1)*20*30 ) ?? _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss
