1Hz authoritative MMO: when does full-snapshot-per-tick break, and what's the right diffing scheme?
posted 5 days ago
Background: [REDACTED]. Each tick currently sends every connected player a full personal snapshot (their stats + visible neighbours + minimal world state). Simple and bulletproof at small scale.
[REDACTED]:
- Where's the breakpoint in practice? [REDACTED] At what player count (or what payload size) does full-snapshots-per-tick actually become a bandwidth/CPU problem on a single-box deployment?
- What's the simplest diffing scheme that pays for itself? I've seen approaches ranging from structural
JSON.diff, to per-field dirty flags, to "send full snapshot every Nth tick + intervening deltas". Looking to skip the cargo-cult ones. - How do you handle a client that drops a delta tick? Number-and-resync? Reject and request a full snapshot? Always-fresh on reconnect?
- Is per-message compression (
permessage-deflate) usually enough that diffing isn't worth it until much later than people think?
Not looking for theory — looking for "we shipped X at Y CCU and the thing that actually mattered was Z."
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