Hi there. I am really sorry to post this, but I would like to clarify the delta compression method. I've read Quake 3 Networking Model: http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking, but still have some question. First of all, I am using LiteNetLib as networking library, it works pretty well with Google.Protobuf serialization. But then I've faced with an issue when the server pushes a lot of data, let's say 10 players, and server pushes 250kb/s of data with 30hz tickrate, so I realized that I have to compress it, let's say with delta compression. As I understood, the client and server both use unreliable channel. LiteNetLib meta file says that unreliable packet can be dropped, or duplicated; while sequenced channel says that packet can be dropped but never duplicated, so I think I have to use the sequenced channel for Delta compression? And do I have to use reliable channel for acknowledgment, or I can just go with sequenced, and send the StateId with a snapshot and not separately?
Thank you.