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SDK 0.10
SDK 0.10
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
    • How to network...
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
  • Get started
    • Installation
    • Scene Setup
      • Sample UI
    • Prefab Setup: CoherenceSync
    • Local Development
      • Tips and Recommendations
    • coherence Cloud
      • Create a Free Account
      • Deploy a Replication Server
      • Share Builds
  • coherence SDK for Unity
    • Components
      • CoherenceSync
      • CoherenceMonoBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Networking State Changes
      • Messaging with Commands
      • Hierarchies & Child Objects
        • Child GameObjects
        • Child CoherenceSyncs
        • Deep Child CoherenceSyncs
      • Animations
      • CoherenceSync References
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Supported Types
      • Player Name (Sample UI)
    • Baking (Code Generation)
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Interpolation
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
      • Network Connectivity
    • Client Connections
    • Rollback Networking Support
    • Floating Origin
    • CLI
  • coherence API
    • Worlds
    • Rooms
    • PlayResolver
    • DescriptorProvider
  • Developer Portal
    • Overview
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      • Account
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      • API
        • Game account
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • Additional resources
    • Community
    • SDK Upgrade Guide
    • Video Tutorials
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Pricing
    • SLA
    • Glossary
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  • Bandwidth is limited
  • Optimization techniques

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  1. coherence SDK for Unity

Optimization

Last updated 2 years ago

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Bandwidth is limited

No matter how fast the internet becomes, conserving bandwidth will always be important. Some Game Clients might be on poor quality mobile networks with low upload and download speeds, or have high ping to the Replication Server and/or other Clients, etc.

Additionally, sending more data than is required consumes more memory and unnecessarily burdens the CPU and potentially GPU, which could add to performance issues, and even to quicker battery drainage.

Optimization techniques

In order to optimize the data we are sending over the network, we can employ various techniques built into the core of coherence.

  • Delta-compression (automatic). When possible, only send differences in data, not the entire state every frame.

  • Compression and quantization (automatic and configurable). Various data types can be compressed to consume less bandwidth that they naturally would.

  • Simulation frequency (configurable). Most Entities do not need to be simulated at 60+ frames per second.

  • Levels of detail (configurable). Entities need to consume less and less bandwidth the farther away they move from the observer.

  • Area of interest. Only replicate what we can see.