SyncVar Delta Compression #730
Canglangzi
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Feature Request
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Games such as cs2 and valorant all use this synchronization method.
This synchronization method is best able to deal with packet loss problems.
I hope to leave a similar channel where I can see the feedback of packet loss and debug it and resend the packet.
Unreliable sending, even if the packet is lost, I will resend the next frame
And it is very likely that a large number of api breaking changes will be required
Synchronous rpc can be optimized later. In my test, one rpc was 11 bytes empty.
Does the bottom layer still need some incremental compression broadband optimization, etc.
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