Benchmark and Reproducible Results

Reactor transmits 3D transform updates in 2 bytes per delta at 30hz.

The shown benchmark’s Github link is provided to reproduce these results.

Measured bandwidth per transform under identical simulations conditions.

How to Interpret These Results

When nothing changes, Reactor sends nothing. Small changes produce small packets.

Reactor adds almost no fixed per-update overhead so bandwidth scales with actual state changes.

Test Conditions

Client: Unity

Tick Rate: 30hz

Data: Position, Rotation, Scale

Protocol: TCP / RUDP

These conditions are intentionally typical of real-time 3D multiplayer games. If your game sends less state, Reactor’s bandwidth usage drops accordingly.