DispatchIncomingCommands is causing a spike in performance
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I am working on speeding up my game as I am nearing a 1.0 release and I have seen a issue with a spike in the DispatchIncomingCommands in the profiler...
I have only 2 players connected during this test...
My Connection Code:
PhotonNetwork.sendRateOnSerialize = 20;
PhotonNetwork.ConnectUsingSettings( "1.60" );
Using Unity 5.1 Pro
Player 1 - UnityEditor / Profiler
Player 2 - WebPlayer
Wondering what is the best way to bring this spike down....
You can see my fps can go from 1000fps down to less than 30....
https://www.youtube.com/watch?v=m3Ob16rOvy4
You Tube Preview of Profiler
I have only 2 players connected during this test...
My Connection Code:
PhotonNetwork.sendRateOnSerialize = 20;
PhotonNetwork.ConnectUsingSettings( "1.60" );
Using Unity 5.1 Pro
Player 1 - UnityEditor / Profiler
Player 2 - WebPlayer
Wondering what is the best way to bring this spike down....
You can see my fps can go from 1000fps down to less than 30....
https://www.youtube.com/watch?v=m3Ob16rOvy4
You Tube Preview of Profiler
0
Comments
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DispatchIncomingCommands is where all the action of networking happens. It must be deserialized and dispatched to your code.
If you profile, do it as deep as possible, so you can see if it's our code or yours (not sure if that's a finding in your video).0