The multiplayer plugin has 2 bandwidth profiles - 30 Hz updates w/ an 80ms buffer for games played over the Internet, and 60 Hz updates with a 40ms buffer for games played over LAN. I have 3 questions:
1. What is the buffer actually for? (The manual doesn't explain this)
I learned recently from the developer of a multiplayer game that feels incredibly responsive (w/o any client input prediction), that his game only sends 20 updates per second (vs the MP plugins 30), with his server receiving and processing updates immediately (which happens every 50 ms).
2. Does this mean that his game is essentially using a Bandwidth Profile of "20 Hz updates w/ a 50ms buffer"?
3. If so, would this be recommended if it gives my game a better feel? I have chosen not to use client input prediction, due to the issues that come with it, but I still want my game to feel fairly responsive on the clients side. What would the implications be of decreasing the buffer from 80ms to 50ms, and reducing the updates from 30 to 20? I've tested the change and it feels okay, but on a larger data transfer scale, what does this mean?
Thanks in advance!