#Netick 2 is the only free networking solution for Unity that does not get obliterated during bad net

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dawn forge
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Netick 2 is the only free networking solution for Unity that does not get obliterated during bad network conditions!

Recently, @gilded spear , the popular networking solutions enthusiast, did an open-source benchmark to try to see how well various popular networking solutions for Unity handle slight to bad network conditions (packet loss + latency).

And the results were shocking, to be frank.

All the popular free networking solutions struggle with even a bit of packet loss. It turns out all of them don't have what is commonly known in the industry as a replication system. Instead, they just rely on the underlying transport for the network data sync logic, which causes the results that you will see here. Especially network variables (called SyncVars in some solutions) behave very inadequately during packet loss.

It also means that only Netick (our free networking solution) and Fusion (a paid subscription-based solution) are suitable for competitive games out of these options, as even a bit of packet loss can introduce high delays/desyncs for all the other networking solutions, which are undesirable whatsoever in a competitive game.

Link: https://github.com/StinkySteak/unity-netcode-latency

This benchmark is the third benchmark that shows Netick outperforming all free networking solutions for Unity:

CPU & Bandwidth: https://github.com/StinkySteak/unity-netcode-benchmark

If you think the results are wrong, please download, test and fact-check yourself!

Please keep the discussion civil. If you are using and are invested in one of the solutions that underperform here, try to be open-minded and look at the results through an unbiased outlook.

steel dirge
dawn forge