Hi,
In multiplayer games, it seems that each transmission carries match ID data. If tick rate is 60, it will generate a lot of traffic
Does match id not need to be carried in all sockets?
Hi,
In multiplayer games, it seems that each transmission carries match ID data. If tick rate is 60, it will generate a lot of traffic
Does match id not need to be carried in all sockets?
@xiaoNiuNew yes match id is necessary because a client can belong to multiple matches.
I think by “tick rate” you actually mean “frame rate.” Tick rate means something different on the server. I wouldn’t worry about the match ids being in there from a performance perspective because it’s a very small amount of data.
Thank you for reply.
Yes, tick rate I mean is that : server send 60 socket packets every second to client (some pvp game are sensitive to operation delay)
@xiauNiuNew no problem.
@xiaoNiuNew The match ID is 16 bytes when carried over our binary transport (protobuf) whereas the text representation is larger. We can definitely look to optimize that to be smaller but it is more complex than just the format of the ID because of a few different considerations:
Happy for any suggesttions you can share that fit the requirements above.