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Optimizing Multiplayer Game Synchronization

✍ Last Updated : September 15, 2022

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Optimizing Multiplayer 3D Game Synchronization Over the Web

Lightstreamer - 3D World Demo - Three.js Client

1. Packet Data Size

size of data transmitted and received per-second

the number of packet size send within 1 ms

synchronized data etc2

for example :

  1. player A position is 3,5,3 (x,y,z) body facing 120 degree clockwise is lighter than

  2. player A position is 3,5,3 (x,y,z) body facing 120 degree clockwise, doing backflip at frame 170, and weapon / head facing (2,5,9) (x,y,z quaternion)

  3. player A is placed on Position Index 3

    is much lighter than

  4. player A is positioned at (30.85483953985 , 75,42839473 , 12.49786598)

2. Synchronization Frequency (Ingress, Egress, and traffic cost)

the frequency of such data synchronization over the network in some span range.

for example :

  1. enemy A is moving every second to a new place (update synchronization per n ms)

    is much heavier than

  2. enemy as is moving every turn (update synchronization per turn)

3.