In that case it sounds like the optimization chances are more at your end,
trying to aggregrate information. If overhead is larger than the data,
you're probably sending too little data. ;-)
Ruud

On Fri, May 25, 2012 at 3:24 AM, Emmanuel Rivoire <[email protected]>wrote:

> At 01:00 25/05/2012, you wrote:
>
>> Cost of performance? Because of a few bytes per payload? That's not a
>> performance cost, it won't be visible to anyone except yourself.
>> That's premature optimization.
>>
>
> I can save up to 23% on my total packet size ( = my data + ENet + UDP +
> IP). That means if I do nothing, the needed bandwidth for my game would be
> 30% higher. I don't think it'd go unnoticed...
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