Tried to run two clients with Pirates Tutorial (part 4)
When I play with two local clients the update performance seems to be quite bad, maybe 4-5 updates are delivered to the other player each second. I would expect at least 30 updates per second on localhost, but 60 seems to be clearly doable.
The machine I used to make the recording: DXDiag output
System load was relatively low, I made sure nothing else is consuming any significant resources while I recorded the above video.
Video recording of the player ship I did not move. Movement of the other ship appears to be choppy.
Would it work the same way on a real network as well?
(I guess this is what we see while playing with Worlds Adrift, visible movement of other airships are quite sluggish.)
Are you using TCP or UDP protocol to send the updates? Does it work the same on localhost (in development setup) and on cloud (production) deployments?