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My game uses UDP communication only. Meaning: after the lobby connect (performed by Google Play Services), not a single TCP transmission is made. Only unreliable messages are used.

The game is currently one versus one, and the players transmit a little over 16Kbit/sec in datagrams in a steady stream. (2 kbyte/sec.) It also receives the same steady 16kbit/sec from the other party of course. These numbers do not include packet headers.

The player experience is pretty good, even with players between continents.

What I would like to know: is 16Kbit/sec considered normal, high or low?

I intend to add a 2vs2 mode, which would triple both the send and receive network volume. Could I get away with that? Where can I find references to typical bandwidth use in real time games?

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closed as primarily opinion-based by Almo, Gnemlock, Engineer, Kromster says support Monica, Vaillancourt Jun 29 '17 at 0:14

Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.

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From this article, I would say 100MByte/hour is a reasonable estimate for the popular multiplayer games out there:

https://www.rhoonet.com/how-much-data-does-online-gaming-use

100MByte/hour converts to 28.4KByte/sec, which is 228KBit/sec. Therefore your current usage of 16KBit/sec is definitely acceptable, even if you were to triple it.

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