Ruslan Pyrch
Ruslan Pyrch
@mgamache i know why this problem exits) As i said before - this because i don't implemented "sliding window scale" logic. This requires some time to implement. > Would a...
@lzaiats hi! Try latest version from github. I heavily optimized sending code. Your problem (with 750 clients) must be fixed. (but not benchmark)
@Saishy >Hey, remember me? Yes) >So was going to ask if you want to share profits on releasing https://github.com/Saishy/TinyBirdNet-Unity at the asset store. I was intending it to be free...
@lzaiats don't increase it manually. It must be increased automatically (later). My current fix must increase performance of real game server (with many clients!). (not file transfer to 1 peer)
@lzaiats after some time all reliable messages will be received. Add more time before showing statistics) They just in queue.
@lzaiats real packets sent is - PacketsSent: 839281
@lzaiats >I'll do some more testing using the real 750 clients and share the results with you! Thank you! Any news?)
@DanisJoyal @nxrighthere found some places that i can optimize. So i will upload improved version soon. But i see that most CPU usage in `socket.send` :)
@nxrighthere @NVentimiglia this bench is not fully correct. Server can handle many connections. If that 500 or more clients on separate machine) This CPU usage is just because 500 clients...
@DanisJoyal Lidgren and LiteNetLib passed and failed same tests. Larger memory consumption is because of larger pool (you can check this by setting PoolSize to lower values). Enet can handle...