Channels
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We've discovered that using channels can seriously improve performance, but I'm hard pressed to find any documentation about them. All I've found on the website so far is this blurb:
In our case, we are sending our high-frequency, unguaranteed orientation (dead reckoning) data on channel id 0, and all of our other (guaranteed) events on channel id 1. This seemed to really improve performance, but I'm not sure that this is correct or recommended. Where can we learn more about how to properly use channels and what they really mean under the hood?
Bigger data “streams” can considerably affect latency as they need to be reassembled from many packages before they are dispatched. They can be sent in a separate channel, so they don’t affect the “throw away” position updates of a (lower) channel number.
In our case, we are sending our high-frequency, unguaranteed orientation (dead reckoning) data on channel id 0, and all of our other (guaranteed) events on channel id 1. This seemed to really improve performance, but I'm not sure that this is correct or recommended. Where can we learn more about how to properly use channels and what they really mean under the hood?
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Hi.
Maybe this link helps to clear things up:
http://doc.exitgames.com/en/onpremise/current/reference/dotnet-sdk#dotnetchannels
Please scroll down. There are multiple paragraphs about this topic (you are done when you reach "Using TCP").0 -
Yes, that was the kind of thing I was looking for. Thanks!0
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Kaiserludi wrote:Maybe this link helps to clear things up:
http://doc.exitgames.com/photon-server/ ... ragandchan
This link is not available any more.0 -
Fixed the link above to:
http://doc.exitgames.com/en/onpremise/current/reference/dotnet-sdk#dotnetchannels0