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Unity Multiplayer MLAPI high ping

Discussion in 'Multiplayer' started by sssemil, Oct 26, 2021.

  1. sssemil


    Sep 20, 2020

    I'm doing benchmarks for UNet MLAPI, and I was getting a high round trip time over localhost (~110ms with a single client, and ~300ms with 8 clients). The way I measure the RTT is by sending the current time from the client to the server with an RPC, and then sending it back to the client, which takes the difference between the current time and the time received from the server as RTT. Then the client sends the next timestamp. I take the average of 1000 exchanges. Is there something wrong with my approach? Or is this normal? Thanks!