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[WebSocket] Greatly increased round-trip time when using WebSockets compared to bare TCP

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Hello everyone!

During our development of WebGL game with Unity and self-hosted Photon server we encountered unusual error regarding observed round-trip times. We connect using Photon PUN SDK. I attach and image comparing Windows pings to ingame ping. See that in-game RTT is multiple times larger. Note: same pings as Windows ping command can be observed on standalone builds/editor (bare TCP). Issue is observable both from the editor and WebGL build.

Have anyone encounter similar error? I wonder if the PUN RTT measure is broken or its something else?

Versions
Photon Server SDK: v4-0-29-11263
Photon PUN SDK: v1.66 (21. January 2016)
UnityEngine: 5.3.2f1
Client machine: Windows 7 64bit
Server machine: Windows Server 2012 (hosted on Amazon EC2)

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