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Hey just dropping this as it is a useful reference for Interest management. |
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This art for this demo would consist of a large train station model and some models of trains. It would consists on trains coming in and out of the station, and a huge amount (thousands) of agents (AI) entering and leaving trains all the time. This demo would allow to stress the following
Godot existing features:
Game features:
Stretch goals:
Fales' comments
We can approximate the size of the state based on the size of the variants synchronized, and apply an average compression ratio
the profiler also shows you that bandwidth, but it's not smart, so it does not include things like protocol compression.
If you have a 1000 objects, each represented by 4 bytes ID + payload, you already have a 4K state, at 60Hz that's 240K/s and this is without payload (but also without compression).
ID Software's Quake 3 was 20 hertz tick rate (1998).
As a good actionable, we should test a few popular games bandwidth usage.
Start the client, measure the min/max/avg/deviation bandwidth in a real match scenario.
For example:
Fire's comments
What's a good estimate on a baseline channel rate on upload and download?
References
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