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kevincastejon
4 years agoHonored Guest
OvrAvatarPacket size
Hi, I began using the Avatar SDK and I'm sending OvrAvatarPackets accross the network.
I noticed that this packet size is sometime reaching 340+ bytes...
With the recommended 1200bytes per-packet limit how can, let's say a 4 players game, with others entities, fit into that limit (4*340=1300+)?
With the recommended 1200bytes per-packet limit how can, let's say a 4 players game, with others entities, fit into that limit (4*340=1300+)?
What are the compression methods used (smallest three, etc...)?
With a custom system, I managed to reduce a unique player packet size to 48bytes, should i use the built in avatar packet system or not?
With a custom system, I managed to reduce a unique player packet size to 48bytes, should i use the built in avatar packet system or not?
1 Reply
- kevincastejonHonored GuestBy looking at the OvrAvatarPacket.cs it appears that Vector3s and Quaternions are sent with no compression.
I also noticed that the 3 buttons (A, B, stick) pressed and touched states are using 32bits integers for each state, could the whole data (3 buttons with two states) not fit into a single BYTE instead of 64??
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