Performance tips performance skills performance is a vital part for providing a fluid and seamless integration of multiplayer components into your application. so we assembled a list of tips you shoshould keep in mind when developing with photon. performance is a crucial part of multi-layer components and your application inheritance. The following are our suggestions. Call Service regularly calls the service The client libraries rely on regular callto litepeer. service, to keep in touch with the server. bigger pauses between the service CILS cocould lead to a timeout disconnect, as the client can't keep up the connection. the client class library is dependent on calling litepeer. to maintain the connection with the server. A larger service call may cause timeout and disconnection because the client cannot maintain the connection. Loading data is a common situation where less updates per second are done in the main loop. make sure that service is called despite loading or the connection might suffer and be closed. if overlooked, this problem is hard to identify and reproduce. loading data is a common case where Program The number of updates per second in the loop. Make sure that the service is loaded by call, or the connection is blocked or disconnected. If ignored, this problem is hard to be identified. Updates vs. bandwidth update and bandwidth Ramping up the number of updates per second makes a game more fluid and up-to-date. on the other hand, used bandwidth might increase dramatically. keep in mind that possibly each operation you call will create events for other players. the increase in the number of updates per second makes the game up-to-date and smoother. On the other hand, the bandwidth may increase significantly. Remember that you may create events for other players for each operation. On a mobile client 4 to 6 operations per second are fine. in some cases even 3G devices use pretty slow networking implementations. in fact, it might be faster to send fewer updates per second. on the mobile client, it is better to update the client four to six times per second. In some cases, 3G devices use a relatively slow network. In fact, he may send fewer updates per second. PC-based clients can go a lot higher. The target Frame Rate shocould be the limit for these clients. PC-based clients can be higher. For these clients, the frame rate is limited. Production and consuming data generation and use data Related to the bandwidth-topic is the problem of producing only the amount of data that can be consumed on the processing end. if performance or frame rate don't keep up with incoming events, they are outdated before they are executed. the problem is the bandwidth of data transmission. If the performance and frame rate are not restricted to sending events, they are out of date before execution. In the worst case one side produces so much data that it breaks the processing end. Keep an eye on the queue length of your clients while developing. The worst case is that the data destroys the acceptor. Note the queue length of the client. Datemedisize The content size of your rams is limited to 1200 bytes to run on all devices. The datagram is limited to 1200 bytes on all devices. Operations and events that are bigger than 1200 bytes get fragmented and are sent in multiple commands. these become reliable automatically, so the processing side can reassemble and dispatch those bigger data chunks when completed. if the data of operations and events exceeds 1200 bytes, the data is distributed among multiple commands. This is reliable, and the client can reorganize the datagram. Bigger data "streams" can considerably affect latency as they need to be reassembled from your packages before they are dispatched. they can be sent in a separate channel, so they don't affect the "throw away" position updates of A (lower) channel number. larger data streams may cause latency, causing them to need to resend and they can be sent on independent channels so they will not affect the location update of a lower channel's "throw away"