I’ve written my own network implementation of an asynchronous UDP client and server (so I’m not using uNet or Photon or whatever). Whenever I receive movement updates I use lerp functions to smooth everything out. The results are what I was hoping for.
I’m however at a loss about what is an acceptable network send rate. Right now I’m sending movement updates every 100 ms. The size of these movement update packets are between 30 - 50 bytes each.
My question is will this scale, or do I have to tinker around a bit more?
I have read an article long time ago about size packet on different games, and as far as I remember, CSGO was around 50B, BF3 80B with few other examples.
It all depends on your server structure capabilities, your bandwith and your needs.