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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-04-28 22:32:05 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-16 21:49:02 +0200 |
commit | 97d8608c7dcc6597377553b679510bf48d74edb5 (patch) | |
tree | e8417955143ccbc4be58d29006cd3aaf0a41e479 /modules/enet/enet_multiplayer_peer.h | |
parent | 0e265b047e28a316c50c9d0fae64026de659ef43 (diff) | |
download | redot-engine-97d8608c7dcc6597377553b679510bf48d74edb5.tar.gz |
Enable range coder compression by default in NetworkedMultiplayerENet
From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.
Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
Diffstat (limited to 'modules/enet/enet_multiplayer_peer.h')
-rw-r--r-- | modules/enet/enet_multiplayer_peer.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/enet/enet_multiplayer_peer.h b/modules/enet/enet_multiplayer_peer.h index e6d45eb16a..63f2ec5870 100644 --- a/modules/enet/enet_multiplayer_peer.h +++ b/modules/enet/enet_multiplayer_peer.h @@ -90,7 +90,7 @@ private: int channel = 0; }; - CompressionMode compression_mode = COMPRESS_NONE; + CompressionMode compression_mode = COMPRESS_RANGE_CODER; List<Packet> incoming_packets; |