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Performance Benchmarking

Open LSXPrime opened this issue 3 years ago • 0 comments

What's the best solution to BENCHMARK the Game with LiteNetLibManager performance ? Like is there's any way except testing the client with 100 friend every time I add a new networked feature ? Cause literally I don't have these 100 friend , I tried to run 100 client and server on my PC but I it hanged since the first 5 clients and server , so if there anyway to test that number of players in this High-level Api , I would be happy to know it.

And another question , how to smooth the movement ? I sync the positions through LiteNetLibTransform , owner client send the transform , but my players and vehicles looks smooth on their owner client and laggy on the other clients ? Any fix to this ?

Third question, I know , a lot of stupid questions , sorry How much Bytes, KBs should the game with 1 player and server consume per second , mine consume 13Bytes Send and 40Bytes Receive , a lot of SyncFields and RPCs , it's Multiplayer Open-World Zombie Survival & Shooter , is my Game Bandwidth correct or high for 1 player ?

  • you have one of best networking-stacks I used but no Community for support, so I am sorry again for this stupid questions

LSXPrime avatar Jun 19 '22 20:06 LSXPrime