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Questions about using unreliable UDP protocol in games which requires data exchange via network.

9 votes
3 answers
1k views

How to avoid being throttled?

When sending packets with GKMatchSendDataReliable (which I assumed was UDP with their own packet reception code written) at 60 packets per second (so 16 ms between adjacent packets), average ping times … I'm looking for guidelines on how many UDP packets I can send per second to avoid being throttled! Are there any general guidelines anywhere? …
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