50 is really high, but if your packets are really small, it's possibly maintainable. I'd say setup a game with your maximum player count/bandwidth usage, and measure your bandwidth with any network monitoring tool (task manager will even give you a rough idea). Keep all the users up channels below 128k**bit** with a little margin, and you should be fine.<br>
<br>Chris<br><br><div class="gmail_quote">On Wed, Oct 28, 2009 at 1:25 PM, Philip Bennefall <span dir="ltr"><<a href="mailto:philip@pbsoundscape.net">philip@pbsoundscape.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div bgcolor="#ffffff">
<div><font face="Arial" size="2">Thank you Chris, for your very helpful information.
based on this, do you think that perhaps 50 would be a reasonable
maximum?</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">I will do tests on a whireless connection that I've
got here to get a rough idea of packet loss and round trip times and so on, but
of course that's only one configuration and is not going to represent an average
by any stretch of the imagination, but I'll fiddle around with rates and see
where it gets me.</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Again, thank you!</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Kind regards,</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Philip Bennefall</font></div>
<blockquote style="border-left: 2px solid rgb(0, 0, 0); padding-right: 0px; padding-left: 5px; margin-left: 5px; margin-right: 0px;"><div class="im">
<div style="font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;">----- Original Message ----- </div>
<div style="background: rgb(228, 228, 228) none repeat scroll 0% 0%; -moz-background-clip: border; -moz-background-origin: padding; -moz-background-inline-policy: continuous; font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;">
<b>From:</b>
<a title="jurney@gmail.com" href="mailto:jurney@gmail.com" target="_blank">Chris Jurney</a>
</div>
<div style="font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"><b>To:</b> <a title="enet-discuss@cubik.org" href="mailto:enet-discuss@cubik.org" target="_blank">Discussion of the ENet library</a> </div>
</div><div><div></div><div class="h5"><div style="font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;">
<b>Sent:</b> Wednesday, October 28, 2009 8:10
PM</div>
<div style="font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"><b>Subject:</b> Re: [ENet-discuss] Reliable
packets and data sending approaches</div>
<div><br></div>When you're picking your update rate, keep in mind users' up
channel limitations. 128kbit is a very common cap in Internetland.
I think the size of an unreliable eNet header (~32 bytes) + UDP (8 bytes) + IP
(20 bytes) gives you a minimum packet size of roughly 60
bytes.<br><br>Upstream header overhead = 60 byte header * rate * 8
bits/packet<br><br>If you send at 60/s, you'll have at least 29kbit of packet
overhead before you send your first byte of payload. If you're on a
console, that overhead potentially goes up with their wrapper as
well.<br><br>(I'm not 100% sure of my size number for eNet because we have
fiddled with headers a bit)<br><br>Chris<br><br>----- Original Message -----
From: "Lee Salzman" <<a href="mailto:lsalzman1@cox.net" target="_blank">lsalzman1@cox.net</a>><br>
<div class="gmail_quote">
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div>To: "Discussion of the ENet library" <<a href="mailto:enet-discuss@cubik.org" target="_blank">enet-discuss@cubik.org</a>><br></div>Sent: Tuesday, October
27, 2009 2:27 PM
<div>
<div></div>
<div><br>Subject: Re: [ENet-discuss] Reliable packets and data
sending approaches<br><br><br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Don't
rely on the throttle. Choose a reasonable rate to begin with.<br>20-30
times a second is probably fair. Keep in mind that on average an<br>event
will occur half-way between an interval, so 20 Hz does not<br>correspond
to 50 ms latency, but rather on average more like 25 ms, and<br>by the
time you get to 30 Hz your average latency is like 16 ms. Taking<br>that
up to 50 Hz, and your average latency is only about 10 ms, so<br>you're
making huge jumps in bandwidth usage for very marginal
benefits.<br><br>Lee<br><br>Philip Bennefall wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">I
understand what you're saying there. But say then that I start at
a<br>rate of 50 per second, and then let ENet's dynamic throttle take
it<br>down if necessary? Would that be a safe approach? It would allow
for<br>50 packets a second in ideal network conditions such as a lan or
two<br>super connections, and automatically adapt itself to
other<br>circumstances. What do you think?<br><br>Kind
regards,<br><br>Philip Bennefall<br><br> ----- Original
Message -----<br> *From:* Nuno Silva <mailto:<a href="mailto:little.coding.fox@gmail.com" target="_blank">little.coding.fox@gmail.com</a>><br> *To:*
Discussion of the ENet library <mailto:<a href="mailto:enet-discuss@cubik.org" target="_blank">enet-discuss@cubik.org</a>><br> *Sent:*
Tuesday, October 27, 2009 8:04 AM<br> *Subject:* Re:
[ENet-discuss] Reliable packets and data sending<br>
approaches<br><br> 60 times per second would probably
be overkill on most<br> connections, considering you send
packets every 16ms, which IMHO<br> may be a bit too fast
even for TCP. Do notice that i'm no<br> networking expert,
but having a guy from the other side of the<br> world
send/receive packets every 16ms instead of the usual 50ms<br>
will need a pretty darn good connection.<br><br> On
Tue, Oct 27, 2009 at 3:47 AM, Philip Bennefall<br> <<a href="mailto:philip@pbsoundscape.net" target="_blank">philip@pbsoundscape.net</a> <mailto:<a href="mailto:philip@pbsoundscape.net" target="_blank">philip@pbsoundscape.net</a>>> wrote:<br>
<br>
Lee,<br><br> Would it be
acceptable to send small packets out, say 60 times<br>
a second or so? Will ENet handle it if it getst oo
much?<br><br> Kind regards,<br><br>
Philip Bennefall<br> -----
Original Message ----- From: "Lee Salzman"<br>
<<a href="mailto:lsalzman1@cox.net" target="_blank">lsalzman1@cox.net</a> <mailto:<a href="mailto:lsalzman1@cox.net" target="_blank">lsalzman1@cox.net</a>>><br>
To: "Discussion of the ENet library" <<a href="mailto:enet-discuss@cubik.org" target="_blank">enet-discuss@cubik.org</a><br>
<mailto:<a href="mailto:enet-discuss@cubik.org" target="_blank">enet-discuss@cubik.org</a>>><br>
Sent: Tuesday, October 27, 2009 4:00 AM<br><br>
Subject: Re: [ENet-discuss] Reliable packets and data
sending<br> approaches<br><br><br>
Mihai is mistaken. Sauerbraten only
sends 30 times a<br> second.
Events like<br> gun shots are
sent reliably. Only position data for<br>
players is sent<br>
unreliably.<br><br>
Lee<br><br> Philip
Bennefall wrote:<br><br>
So what is the game frame rate in sauerbraten? How<br>
often does it
end<br> up sending
updates, how many times a second?<br><br>
Kind regards,<br><br>
Philip Bennefall<br><br><br>
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