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 :
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player A position is 3,5,3 (x,y,z) body facing 120 degree clockwise is lighter than
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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)
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player A is placed on Position Index 3
is much lighter than
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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 :
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enemy A is moving every second to a new place (update synchronization per n ms)
is much heavier than
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enemy as is moving every turn (update synchronization per turn)
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