Original Post
Ok, so my current model is set up with a peer host (acting as server) connected to a bunch of clients. The game is an FPS. I'm sending packets every time a player moves or changes orientation to the host, who sends this to all the other players. I noticed a dramatic buildup of packets when sending orientation information (on mouse movement), so I figured I'm sending too many packets. I don't know the correct way to do this, but this is what I figured: 1.) Clients send movement packets to host, only if it has been ~50 ms since last send. (20 updates per second) 2.) Host compares timestamps of received packets, and only broadcasts movement if it has been ~50 ms since last sent packet. What is the correct way of doing this?