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. Une messagerie gratuite, garantie à vie et des services en plus, ça vous tente ? Je crée ma boîte mail www.laposte.net
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