If you broadcasted 8 bytes of deltas to 2 million “players” concurrently 120 times per second, you’re going to have problems.
Experience shows there’s just no reason to talk to people about these specifics because even though they’ve never implemented it before or even done the math, you definitely know better than I do.
@rehm: I mean, you can call me an armchair specialist because you’re angry, but I’ve shipped this stuff and it’s still used today. I employ people who can do that sort of basic math. Your truisms aren’t helpful in engineering discussions, it’s just noise. Yes of course products’ requirements vary: that’s not the discussion.
@Zababa: It’s not a “fantasy,” unless you’re not doing anything besides recording vec3 and transmitting it on a regular rate, most games have these concerns today. It is a specific function of major game engines to deal with this type of processing and more bespoke than not to not deal with it at all.
Show me a real-time game that runs at even 20 tick that doesn’t deal with these constraints.
I’d love to know what fantasy world you live in where these things are not engineering problems that people haven’t worked on for decades.
I wish people who didn’t have any experience whatsoever with these systems would stop trying to hold discussions with people who do on HN because it just makes the experience pander to the lowest common denominator.