You'd likely want to always use that API (or layer something on top of it) unless you're in control of both ends and know they were built with the same toolchain & settings. One area where I've skipped over it is by writing a basic code gen tool (albeit unfinished as most personal projects) that generates the serialisation functions at compile-time from a very basic DSL that describes the network structures (of a game protocol I don't control). If it detects that the current toolchain is going to generate a binary-compatible struct layout and there aren't any variable length fields in there (no strings, basically), it'll generate a memcpy (via using get/put on the stream) rather than per-field (de)serialisation. If it can guarantee alignment of the buffer, which is a tougher requirement to meet, it'll give you a view directly into the network buffer so you effectively have zero-overhead deserialisation. Very much a work in progress but there's scope for making things quite efficient with just a few basic building blocks.