Many games use the technique of delta compression in order to lower the data load sent. I fail to understand how this technique actually lowers the data load?
For example, let's say I want to send a position. Without delta compression I send a vector3
with the exact position of the entity, for instance (30, 2, 19)
. With delta compression I send a vector3
with smaller numbers (0.2, 0.1, 0.04)
.
I don't understand how it lowers the data load if both of the messages are vector3
- 32 bit for each float - 32 * 3 = 96 bits!
I know you can convert each float to a byte and then convert it back from a byte to float but it causes precision errors which are visible.
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