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mafiesto4 avatar mafiesto4 commented on June 29, 2024 1

At some point, we will need to implement per-variable state caching to replicate only modified ones. The auto-generated network serializer functions can send bitfields with flags indicating which variables are being sent over.

Meanwhile, you can use Replication Hierarchy to reduce network usage by the game: https://docs.flaxengine.com/manual/networking/high-level.html#replication-hierarchy (reduce sync FPS for not very relevant objects, eg. based on distance to players)

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ZaPx64 avatar ZaPx64 commented on June 29, 2024

Sounds great, looking forward to that!
I've considered using the replication hierarchy, but lowering the FPS will not do for a strategy game I think, because there might be hundreds of units that don't need updates but will be updated nevertheless. So the only option I could think of would be to set the FPS to -1 and flag objects dirty manually whenever a property changes.

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