Oculus Rift Avatar Synchronization Problem
Hello, everyone! I am developing a multiplayer app for Oculus Rift/Oculus Go. Basically the idea is that 10-20-30 people will be in the same room, and they will see each other's avatar moving. I followed the tutorial for syncing avatars provided by Photon.
The problem is when 6,7..10+ players enter, the message count per second quickly goes over the limit. I get no errors or something, but I suppose I must not be over this count.
I would be happy if you can help me with some hints. Thank you!
The problem is when 6,7..10+ players enter, the message count per second quickly goes over the limit. I get no errors or something, but I suppose I must not be over this count.
I would be happy if you can help me with some hints. Thank you!
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Best Answer
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Hi, 500 messages is soft limit.
There is no errors when you go above 500 messages.
If you are ready to pay more (for more messages), you can contact support.
With higher message limit + low send rate + interest management, you can have 20+ players in one room.
https://www.m2h.nl/network-traffic-culling/
https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups6
Answers
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Having the same problem, messages per seconds averages 50 per avatar in the room, any insight into reducing this would be helpful0
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Hi, 500 messages is soft limit.
There is no errors when you go above 500 messages.
If you are ready to pay more (for more messages), you can contact support.
With higher message limit + low send rate + interest management, you can have 20+ players in one room.
https://www.m2h.nl/network-traffic-culling/
https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups6 -
Hi @RadostinStoychev , did you end up trying out a simple implementation for the Go? I'm having issues with sending avatar packets right now and I think it might be because it's happening on the Go specifically.0