Greetings everyone.
I'm not sure whether this is the correct forum thread to post about DCON's buffer size or not, if it isn't, my apologies.
Recently, to my surprise and complete ignorance towards DCON's capabilities, Bass-Driver told me that our cruise insim was sending too many data per second and it was overloading DCON's buffer size of 16KB, now I take insim optimizations as the very first priority for obvious reasons but this hasn't crossed my mind at all since I really didn't pay that much attention outside of insim programming.
Now I want to know, Do any of you have a server running with an insim? If so, what is your data rate (bytes) per second PER player that is being sent to DCON? This question can have a lot of variations since many insims are implemented differently but I want an insight.
If you have encountered an overloaded buffer, what did you do to counter this issue? For me, I had to eliminate a loop that would refresh a GUI with 27 buttons per second, this in itself was sending around 1,250B/sec/player or 1.25KB/sec/player, and this number can really go high to 2,250B (2.2KB) if the player has GPS open, other GUI elements that update each second etc, it's simple math, we have 46 open slots in our server, so if a server has 25 players and each player is sending an average of 1,500B (1.5KB) per second, It would hit 37,500B/sec (37.5KB) which is 21,500B (21.5KB) over the buffer size! This would cause issues with the insim timing out and buttons glitching out etc...
Also, do you think 16KB as a maximum buffer size for DCON is too little? Personally I would have made it at least 128KB for obvious headroom and futureproofing...
I'm not sure whether this is the correct forum thread to post about DCON's buffer size or not, if it isn't, my apologies.
Recently, to my surprise and complete ignorance towards DCON's capabilities, Bass-Driver told me that our cruise insim was sending too many data per second and it was overloading DCON's buffer size of 16KB, now I take insim optimizations as the very first priority for obvious reasons but this hasn't crossed my mind at all since I really didn't pay that much attention outside of insim programming.
Now I want to know, Do any of you have a server running with an insim? If so, what is your data rate (bytes) per second PER player that is being sent to DCON? This question can have a lot of variations since many insims are implemented differently but I want an insight.
If you have encountered an overloaded buffer, what did you do to counter this issue? For me, I had to eliminate a loop that would refresh a GUI with 27 buttons per second, this in itself was sending around 1,250B/sec/player or 1.25KB/sec/player, and this number can really go high to 2,250B (2.2KB) if the player has GPS open, other GUI elements that update each second etc, it's simple math, we have 46 open slots in our server, so if a server has 25 players and each player is sending an average of 1,500B (1.5KB) per second, It would hit 37,500B/sec (37.5KB) which is 21,500B (21.5KB) over the buffer size! This would cause issues with the insim timing out and buttons glitching out etc...
Also, do you think 16KB as a maximum buffer size for DCON is too little? Personally I would have made it at least 128KB for obvious headroom and futureproofing...