An additional thought :

a classic FPS server runs at 20 frames per second ; with 32 clients, that gives 
20 * 32 = 640 packets / second.
So I doubt that my 60 packets/s are any close of an "insane network rate".

And the real limit of a FPS server is the bandwidth... More info can be found 
here : http://www.cstrike-planet.com/tutorial/1 .
> Message du 26/05/12 06:13
> De : "Lee Salzman"
> A : "Discussion of the ENet library"
> Copie à :
> Objet : Re: [ENet-discuss] Questioning a server without connecting to it
>
> Which is why 60Hz is basically an insane network rate. You're still drowning 
> in headers no matter how small you make things. Really, you don't need 60Hz. 
> For objects with predictable trajectories you don't really need more than 
> 20-30Hz. The changes in trajectory don't need to be sent at any particularly 
> rate, and thus are sent out immediately, there doesn't have to be a delay 
> involved.


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