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... > ______________________________**_________________ > ENet-discuss mailing list > [email protected] > http://lists.cubik.org/**mailman/listinfo/enet-discuss<http://lists.cubik.org/mailman/listinfo/enet-discuss> >
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