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Enable range coder compression by default in NetworkedMultiplayerENet (3.x) #51525

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merged 1 commit into from
Aug 11, 2021

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@Calinou Calinou commented Aug 11, 2021

3.x version of #38313. This shouldn't break compatibility with existing projects, as behavior doesn't rely on compression being enabled or not.

From empirical testing, this seems to provide the best compression compared to other compression algorithms when used in the Multiplayer Bomber demo.

Other algorithms may provide better compression ratios for more complex games, but some compression is probably better than no compression.

Zstandard was also not very efficient in my testing, so I added a note in the documentation.

From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.

Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.

Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
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Looks good.

@Faless Faless merged commit dd30944 into godotengine:3.x Aug 11, 2021
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Faless commented Aug 11, 2021

Thanks!

@Calinou Calinou changed the title Enable range coder compression by default in NetworkedMultiplayerENet Enable range coder compression by default in NetworkedMultiplayerENet (3.x) Aug 11, 2021
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Calinou commented Aug 23, 2021

Note: This change breaks compatibility with servers and clients running Godot 3.4 beta 3 and older unless their compression mode is set to a non-default value. You can fix this by making sure clients and servers use the same Godot version, or specify a compression mode explicitly on both the client and server. See #52018 for the documentation change.

@Calinou Calinou deleted the hlm-default-enable-compression-3.x branch August 23, 2021 14:48
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