So this is something that's always been bugging me. What's better: one large message containing everything you need to sync for that network update (assuming everything fits in one message) lots of small, separate messages? Right off the bat, I know that one big message saves you a lot of bytes from not having to send many headers. But are there any downsides to it? Will it cause way more problems in the case of packet loss? Or maybe the bandwidth can't be as fully filled when you only have large messages and no small messages to pack the remaining space with? I am kind of expecting the answer to this question to be "it depends", so my real question would be this: In your experience, what's the best way to understand/troubleshoot/plan out the ideal message size for your game?