[ENet-discuss] Questioning a server without connecting to it
Jay Sprenkle
jsprenkle at gmail.com
Fri May 25 08:48:27 PDT 2012
Perhaps I am wrong, but I believed the overhead for a few bytes within a
packet was almost zero.
Here's my logic:
If the packet is smaller than the 1500 byte maximum packet size then the
packet will be enlarged and no additional packets will be sent.
10 bytes / 10 megabit per second = 1 microsecond of overhead to serialize
the bytes.
A very good network latency is 2 milliseconds.
1 microsecond / 2 milliseconds = 0.05% additional overhead in transmission
time
The only additional overhead I see in the game program is the time to
serialize/deserialize the additional bytes.
I can't estimate those since I don't know how your code does this.
If this is wrong, or overly simplistic, I'd be happy to learn where it's
wrong.
Jay
On Fri, May 25, 2012 at 9:51 AM, Emmanuel Rivoire <manu.n02 at laposte.net>wrote:
> At 19:55 25/05/2012, you wrote:
>
>> In that case it sounds like the optimization chances are more at your
>> end, trying to aggregrate information. If overhead is larger than the data,
>> you're probably sending too little data. ;-)
>>
>
> Damn, I sweat my brain off to get the smallest data needed to go over the
> network, and got blamed for it..! ;-)
>
> More seriously, I have to send 60 packets / second, coz sending only 30
> packets/s would mean to add 16.67ms of latency and that'd be bad for my
> game : it's a tennis game, it's very latency dependant ; for example, the
> ball can travel almost 1 meter during 16.67ms on the start of the service.
> I did a lot of things to fight back the latency at the game level and
> network level, but the 1st thing is to have the smallest packet possible
> sent 60 times / second, thus my concerns about all optimizations.
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