site_archiver@lists.apple.com Delivered-To: macnetworkprog@lists.apple.com On Tue, Mar 30, 2010 at 10:51 PM, J P May <jpm@interestingsoftware.com> wrote: if you want to try it yourself, just bring up a gamekit client and server in xcode, choose the unreliable mode, and install it on two iphones. keep making the message bigger 1 byte, 2, 3, and see when you reckon the byte size of the message is big enough it is slowing it down. Best wishes, Hamish Take it easy ! _______________________________________________ Do not post admin requests to the list. They will be ignored. Macnetworkprog mailing list (Macnetworkprog@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/macnetworkprog/site_archiver%40lists.... In your tests, how many bytes did you reach before performance was degraded? "tests" is perhaps too grandiose, click over to XCode and build a gamekit, compile to that old iPod and see what you think. here's all the code, [self.s sendDataToAllPeers:d withDataMode:GKSendDataUnreliable error:nil]; i couldn't get any change with up to "tens of bytes" -- BEARING IN MIND that bluetooth is wildly messy, the device(s) you use change things wildly, obviously we don't have a radio cage, etc., so the answer to any rough experiment with bluetooth on anything is "maybe!" {THUS, if I was just having really bad bluetooth reception that day, my trial was meaningless - maybe on a perfect bluetooth day you would instantly see "Good Lord, it's true, the frequency goes way down when you change from 1 to 2 bytes!!"} Indeed in a perfect theoretical world, you could find out exactly how big the message size is in bluetooth, by doing that "experiment!" Of course, you could just look up "game kit message size" in the documentation, but Jens, thank God, has explained why this is not the case This email sent to site_archiver@lists.apple.com