Chi3f Stadi,
With the current network setup, I create a separate UDP port for each client (max 16). I'm using 8 bytes per game object (player, projectiles, moving platforms, etc) to update client-side mimics of the server game world. I capped the number of objects updated to 64. Thats a 512 byte update per client. Thats 512x16=8192 total bytes per update sync.
So if I understand you correctly I would have to reduce the total bytes per update sync 1500 for optimum performance?
With the current network setup, I create a separate UDP port for each client (max 16). I'm using 8 bytes per game object (player, projectiles, moving platforms, etc) to update client-side mimics of the server game world. I capped the number of objects updated to 64. Thats a 512 byte update per client. Thats 512x16=8192 total bytes per update sync.
So if I understand you correctly I would have to reduce the total bytes per update sync 1500 for optimum performance?