Benchmark Setup
Everything looks good on paper but dedicated benchmarks can show you what to really expect.
Setup
New scene with Camera and directional light.
1 object per player connection.
Object moves and rotates randomly.
Object has a client authoritative NetworkTransform with 100ms send rate.
Object sends two ServerRPCs a second.
Server sends an ObserverRPC for every ServerRPC it receives.
Every client is it's own executable.
Server tick rate is set to 10 (every 100ms).
Gathering results
Performance results are determined by setting a server at it's highest possible frame rate and comparing frame time as more variables or clients are introduced.
Bandwidth results are discovered by using tools which come with the operating system, and averaging bandwidth per second.
Scripts
These are the scripts created specifically to benchmark and ensure test are performed equally.
MovingAverage.cs
DisplayPerformance.cs
SimulatePlayer.cs
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