We're having some issues with players with 300+ roundtrip-time sometimes getting insane delays (2+ seconds). I'm thinking it's package loss, and am considering stuff I could do to fix it. It's an rts, so a very small elapsed turn + potential inputs packet needs to be send from the server once every tick, which is currently 10 times a second. So my questions are:
1: Does PublishEvent resend unacknowledged packages constantly, or only after some time without answer? And if it's not continuously, is there a way to enable that, or should I build a system on top of it?
2: Our packet size is ridiculously small, so is there any merit to running two slightly offset streams on different channels, and just hoping one of them gets through without package loss?
Sorry if the questions are a bit basic, I'm still somewhat new to the tips and tricks of online gaming and photon.
1: Does PublishEvent resend unacknowledged packages constantly, or only after some time without answer? And if it's not continuously, is there a way to enable that, or should I build a system on top of it?
2: Our packet size is ridiculously small, so is there any merit to running two slightly offset streams on different channels, and just hoping one of them gets through without package loss?
Sorry if the questions are a bit basic, I'm still somewhat new to the tips and tricks of online gaming and photon.