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	<title>Comments on: Test build with an attempt to fix the lag</title>
	<atom:link href="https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/feed/" rel="self" type="application/rss+xml" />
	<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/</link>
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	<lastBuildDate>Wed, 15 Apr 2026 07:52:36 +0000</lastBuildDate>
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		<title>By: wrBEIRqX</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-685</link>
		<dc:creator><![CDATA[wrBEIRqX]]></dc:creator>
		<pubDate>Fri, 19 Jan 2024 01:20:20 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-685</guid>
		<description><![CDATA[1]]></description>
		<content:encoded><![CDATA[<p>1</p>
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		<title>By: wrBEIRqX</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-684</link>
		<dc:creator><![CDATA[wrBEIRqX]]></dc:creator>
		<pubDate>Fri, 19 Jan 2024 01:19:30 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-684</guid>
		<description><![CDATA[1]]></description>
		<content:encoded><![CDATA[<p>1</p>
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		<title>By: Leudoberct</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-272</link>
		<dc:creator><![CDATA[Leudoberct]]></dc:creator>
		<pubDate>Wed, 28 Oct 2015 18:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-272</guid>
		<description><![CDATA[Getting an error when trying to download an update in the launcher, it won&#039;t let me copy and paste the message but this is the general gist:

Error while downloading: System.Net.WebException: The remote server returned an error (404 not found)]]></description>
		<content:encoded><![CDATA[<p>Getting an error when trying to download an update in the launcher, it won&#8217;t let me copy and paste the message but this is the general gist:</p>
<p>Error while downloading: System.Net.WebException: The remote server returned an error (404 not found)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: juanjpro</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-262</link>
		<dc:creator><![CDATA[juanjpro]]></dc:creator>
		<pubDate>Fri, 23 Oct 2015 23:53:54 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-262</guid>
		<description><![CDATA[Fewer large packets (not more than 1500 bytes) are probably better than many small ones because routers like buffering packets to make sure they go somewhere, so they could be wasting resources by having too many packets.]]></description>
		<content:encoded><![CDATA[<p>Fewer large packets (not more than 1500 bytes) are probably better than many small ones because routers like buffering packets to make sure they go somewhere, so they could be wasting resources by having too many packets.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Regalis</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-261</link>
		<dc:creator><![CDATA[Regalis]]></dc:creator>
		<pubDate>Fri, 23 Oct 2015 23:43:44 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-261</guid>
		<description><![CDATA[There&#039;s a debug command in the game btw which shows some network stats and a graph of bandwidth consumption: try entering &quot;netstats&quot; to the console. But yeah, there&#039;s still a lot of work to do with the network code... Do you think it would be better to combine messages and send fewer larger packets instead of many small ones? I haven&#039;t really paid much attention to the number of packets and currently the game sends the data for each object as a separate message. The bandwidth consumption still seems somewhat reasonable to me, even though it&#039;s a large number of packets they&#039;re generally pretty small.]]></description>
		<content:encoded><![CDATA[<p>There&#8217;s a debug command in the game btw which shows some network stats and a graph of bandwidth consumption: try entering &#8220;netstats&#8221; to the console. But yeah, there&#8217;s still a lot of work to do with the network code&#8230; Do you think it would be better to combine messages and send fewer larger packets instead of many small ones? I haven&#8217;t really paid much attention to the number of packets and currently the game sends the data for each object as a separate message. The bandwidth consumption still seems somewhat reasonable to me, even though it&#8217;s a large number of packets they&#8217;re generally pretty small.</p>
]]></content:encoded>
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	<item>
		<title>By: juanjpro</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-260</link>
		<dc:creator><![CDATA[juanjpro]]></dc:creator>
		<pubDate>Fri, 23 Oct 2015 23:10:18 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-260</guid>
		<description><![CDATA[I was curious about the networking performance, so I wrote a small program that relays all network messages that the game sends and receives when it&#039;s connected to a server so I can generate some info about the connection. Counting the amount of packets being sent per second while a round is ongoing results in a number between 30-50 packets per second, both sent by the client and by the server. That adds up to around 80 packets per second. This seems a bit excessive, especially for a trusted-client networking model. Caching up a few actions and sending at a lower rate (10 packets per second would probably be good enough) could help prevent network congestion.]]></description>
		<content:encoded><![CDATA[<p>I was curious about the networking performance, so I wrote a small program that relays all network messages that the game sends and receives when it&#8217;s connected to a server so I can generate some info about the connection. Counting the amount of packets being sent per second while a round is ongoing results in a number between 30-50 packets per second, both sent by the client and by the server. That adds up to around 80 packets per second. This seems a bit excessive, especially for a trusted-client networking model. Caching up a few actions and sending at a lower rate (10 packets per second would probably be good enough) could help prevent network congestion.</p>
]]></content:encoded>
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	<item>
		<title>By: Nezok Tivek</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-254</link>
		<dc:creator><![CDATA[Nezok Tivek]]></dc:creator>
		<pubDate>Fri, 23 Oct 2015 04:21:17 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-254</guid>
		<description><![CDATA[I can hit people in face with wrench? This is just what I wanted for christmas.]]></description>
		<content:encoded><![CDATA[<p>I can hit people in face with wrench? This is just what I wanted for christmas.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zach</title>
		<link>https://undertowgames.com/blog/test-build-with-an-attempt-to-fix-the-lag/#comment-251</link>
		<dc:creator><![CDATA[Zach]]></dc:creator>
		<pubDate>Fri, 23 Oct 2015 02:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://undertowgames.com/?p=367#comment-251</guid>
		<description><![CDATA[Just tested this build out with a couple of friends. Noticeably better network performance!]]></description>
		<content:encoded><![CDATA[<p>Just tested this build out with a couple of friends. Noticeably better network performance!</p>
]]></content:encoded>
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