515 bytes is not a problem. The problem is when you are streaming huge
amounts of reliable data, trying to use ENet like it were TCP. You get
most bang for your buck when a lot of the packets are unreliable, and
they are under the MTU size so that ENet doesn't have to force them
reliable to fragment them.
Lee
Daniel Aquino wrote:
<= 515 bytes wouldn't be a problem would it ?
That seems to be the biggest packet in my game...
On Wed, Apr 22, 2009 at 10:00 PM, Lee Salzman <[email protected]> wrote:
To say that is total and utter abuse of ENet would be an understatement. :)
Lee
Taneli Rautio wrote:
Hi,
I've implemented a system which sends webcam frames from a client to a
server over TCP (Boost.asio library). I decided to give performance boost to
my application by changing the protocol to UDP with ENet. However, my
application is very slow with ENet: the server receives about a frame per
second although I am sending about 15-20 packets per second. Since my TCP
implementation runs almost in real time, I'd like to know if I am missing
something with ENet or is the UDP just a wrong protocol to send big packets?
The client and the server code is basically copy&paste from the ENet
tutorial, and the client and the server both run in their own threads so
other things (i.e. showing the image on the screen) is not causing this. So
far I've done only testing with localhost so the network speed is not an
issue here either. The packets (frames) are quite big, a little over 900000
bytes.
-Taneli
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