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📶 Network Performance #790
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One thought that might be causing lower-than-expected networking throughput is the fact that we are currently sending inputs as raw datagrams, without making sure that they fit into the MTU. We may need to fragment the packets to fit them into the MTU and avoid them being dropped. |
I asked @maniwani for advice and they shared some preliminary thoughts:
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Very useful thoughts. I've considered doing interpolation before, and substep sounds like a cool and simple idea, too. Having the server responsible for some stuff is a very interesting idea. That might require some collaboration and changes in GGRS, but it could be quite useful. I still think there's a fundamental network transport issue somewhere, especially since the GGRS author said that they got a smooth gameplay before over the internet ( not sure with what game ). I want to try to tackle that first. The next step for this I think is to create a networking transport trait that we can use throughout the game that will allow us to easily swap out the piece of our networking stack that is repsonsible for sending raw messages. This will allow us to:
It shouldn't be a huge deal to setup, because we will just be taking our existing logic and doing a one-time transition to use our new After we get that setup, then I think I should also make a debug window that we can use to test the network bandwidth, to see how many megabits we can send over the transport if we send stuff as fast as we can. That should help tell us if there is a serious issue with our transport speed. |
This issue is to track networking performance improvement efforts until we get it to a place where we think it should be and is sufficient for normal play.
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