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I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues.

Since this is a multiplayer game, information is sent to and received from the network. When a client needs to know about new entities on the screen, the server must stream this data.

Unfortunately, one big problem I'm having right now is that sometimes either a) a lot of data needs to be streamed or b) lots of small pieces of data are streamed in a short amount of time. Both scenarios currently cause the client to drop rendering frames as the client spends its time receiving packets and processing the data.

What is the best wayWhat is the best way to prevent the networking data from causing frame rate problems? I am particularly interested in approaches to prevent the networking data from causingthis kind of system that minimize frame rate problems?drop issues, though suggestions tailored to my specific situation are welcome.

Update: To elaborate on the type of information sent in my particular case, my client does minimal interpolation and receives updates anytime the state of an entity changes on the server. The client also receives large packets with the entire state of an entity the first time the client needs to know about that entity.

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues.

Since this is a multiplayer game, information is sent to and received from the network. When a client needs to know about new entities on the screen, the server must stream this data.

Unfortunately, one big problem I'm having right now is that sometimes either a) a lot of data needs to be streamed or b) lots of small pieces of data are streamed in a short amount of time. Both scenarios currently cause the client to drop rendering frames as the client spends its time receiving packets and processing the data.

What is the best way to prevent the networking data from causing frame rate problems?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues.

Since this is a multiplayer game, information is sent to and received from the network. When a client needs to know about new entities on the screen, the server must stream this data.

Unfortunately, one big problem I'm having right now is that sometimes either a) a lot of data needs to be streamed or b) lots of small pieces of data are streamed in a short amount of time. Both scenarios currently cause the client to drop rendering frames as the client spends its time receiving packets and processing the data.

What is the best way to prevent the networking data from causing frame rate problems? I am particularly interested in approaches to this kind of system that minimize frame drop issues, though suggestions tailored to my specific situation are welcome.

Update: To elaborate on the type of information sent in my particular case, my client does minimal interpolation and receives updates anytime the state of an entity changes on the server. The client also receives large packets with the entire state of an entity the first time the client needs to know about that entity.

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How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues.

Since this is a multiplayer game, information is sent to and received from the network. When a client needs to know about new entities on the screen, the server must stream this data.

Unfortunately, one big problem I'm having right now is that sometimes either a) a lot of data needs to be streamed or b) lots of small pieces of data are streamed in a short amount of time. Both scenarios currently cause the client to drop rendering frames as the client spends its time receiving packets and processing the data.

What is the best way to prevent the networking data from causing frame rate problems?