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Enable range coder compression by default in NetworkedMultiplayerENet #38313
Enable range coder compression by default in NetworkedMultiplayerENet #38313
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I'm not sure enabling compression by default is the best idea. In most cases, one will have its own optimization of the network messages, and while that compression seems good in the bomber demo, I wouldn't take it as a proof of it being a good option by default. |
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Network meeting note: merge this, but reduz remembers range encoder maybe being default in past, check if this is the case and if so, why it was changed. Also may be worth it in the future to make compression choices based on data size automatically. |
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We approved this in the network meeting.
Will merge after rebase.
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I rebased this PR and made some further documentation tweaks as well. |
From empirical testing, this seems to provide the best compression compared to other compression algorithms when used in the Multiplayer Bomber demo. Other algorithms may provide better compression ratios for more complex games, but some compression is probably better than no compression. Zstandard was also not very efficient in my testing, so I added a note in the documentation.
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master
version of #51525.From empirical testing, this seems to provide the best compression compared to other compression algorithms when used in the Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more complex games, but some compression is probably better than no compression.
Zstandard was also not very efficient in my testing, so I added a note in the documentation.
To measure bandwidth usage, I started a server and 2 clients, ran
sudo iftop -i lo -B -t
and let it running for about 1 minute for each algorithm. These are the results I got: