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.