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  • License MIT

Buffer networking for Roblox. Delta compression, XOR framing, built-in security

Package Exports

  • @axpecter/lync
  • @axpecter/lync/src/init.luau

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@axpecter/lync) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

Lync

Buffer networking for Roblox.

Releases · Install · Example · Codecs · Wire Protocol · Benchmarks

Lync serializes structured data into flat buffers, batches all sends into a single RemoteEvent:FireClient per player per frame, and applies XOR framing so Roblox's internal deflate compressor can eliminate redundancy across frames. On the server, every incoming payload is schema-validated and rate-limited before any listener fires.

All codecs are defined at runtime. No code generation, no build step, no external CLI. Packets, queries, groups, and middleware are configured in shared modules and resolved at Lync.start().

Install

Wally

[dependencies]
Lync = "axp3cter/lync@2.1.0"

npm (roblox-ts)

npm install @axpecter/lync
import Lync from "@axpecter/lync";

Or grab the .rbxm from Releases and drop it into ReplicatedStorage.

[!IMPORTANT] All packets, queries, and groups must be defined before calling Lync.start(). The registry assigns sequential IDs at define time. Defining packets after start() will cause ID mismatches between server and client.

Example

Shared (ReplicatedStorage.Net)

local Lync = require(game.ReplicatedStorage.Lync)

local Net = {}

Net.State = Lync.packet("State", Lync.deltaStruct({
    position = Lync.vec3,
    health   = Lync.float(0, 100, 0.5),
    shield   = Lync.float(0, 100, 0.5),
    status   = Lync.enum("idle", "moving", "attacking", "dead"),
    alive    = Lync.bool,
}))

Net.Hit = Lync.packet("Hit", Lync.struct({
    targetId = Lync.int(0, 65535),
    damage   = Lync.float(0, 200, 0.1),
    headshot = Lync.bool,
}), {
    rateLimit = { maxPerSecond = 30, burst = 5 },
    validate = function(data, player)
        if data.damage > 200 then return false, "damage" end
        return true
    end,
})

Net.Chat = Lync.packet("Chat", Lync.struct({
    msg     = Lync.string(200),
    channel = Lync.int(0, 255),
}))

Net.Ping = Lync.query("Ping", Lync.nothing, Lync.f64, { timeout = 3 })

return table.freeze(Net)

Server

local Lync    = require(game.ReplicatedStorage.Lync)
local Net     = require(game.ReplicatedStorage.Net)
local Players = game:GetService("Players")

local alive = Lync.group("alive")

Lync.onDrop(function(player, reason, name)
    warn(player.Name, "dropped", name, reason)
end)

Lync.start()

Players.PlayerAdded:Connect(function(player) alive:add(player) end)

game:GetService("RunService").Heartbeat:Connect(function()
    Net.State:send({
        position = Vector3.new(0, 5, 0),
        health   = 100,
        shield   = 50,
        status   = "idle",
        alive    = true,
    }, alive)
end)

Net.Hit:on(function(data, player)
    local target = Players:GetPlayerByUserId(data.targetId)
    if not target then return end
    alive:remove(target)
    Net.Chat:send({ msg = player.Name .. " eliminated " .. target.Name, channel = 0 }, Lync.all)
end)

Net.Ping:handle(function(_, player) return os.clock() end)

Client

local Lync = require(game.ReplicatedStorage.Lync)
local Net  = require(game.ReplicatedStorage.Net)

Lync.start()

local scope = Lync.scope()

scope:on(Net.State, function(state)
    local character = game.Players.LocalPlayer.Character
    if not character then return end
    character:PivotTo(CFrame.new(state.position))
end)

scope:on(Net.Chat, function(data) print("[chat]", data.msg) end)

Net.Hit:send({ targetId = 123, damage = 45.5, headshot = true })

local serverTime = Net.Ping:request(nil)
if serverTime then print("server clock:", serverTime) end

Lifecycle

Function Behavior
Lync.configure(options) Sets limits and enables stats. Must be called before start(). See Configuration.
Lync.start() Server creates remotes under ReplicatedStorage.LyncRemotes. Client waits for them. Connects the Heartbeat flush loop. Errors if called twice.
Lync.started Read-only boolean. true after start() returns.
Lync.flush() Forces an immediate buffer flush. Resets the accumulator to prevent double-sending on the next Heartbeat. Errors if not started.
Lync.flushRate(hz) 1–60. Default 60. At 60, flushes every Heartbeat directly. Below 60, uses an elapsed-time accumulator with drift correction. Callable at runtime.

Packets

Lync.packet(name, codec, options?) returns a Packet handle. The second argument is any codec. Options go in the optional third argument.

Packet Options

Field Type Default Behavior
unreliable boolean false Routes through UnreliableRemoteEvent. Incompatible with delta codecs (errors at define time).
rateLimit RateLimitConfig none Server-side rate limiting on incoming fires. See Rate Limiting.
validate (data, player) → (bool, string?) none Server-side callback after schema validation. Return false, "reason" to drop. Fires onDrop.
maxPayloadBytes number none Maximum bytes a single payload can consume.
timestamp "frame", "offset", or "full" none Prepends a timestamp to each item. "frame" = u8 wrapping counter (1B). "offset" = u16 milliseconds into the current second (2B). "full" = f64 os.clock() (8B). Listeners receive it as a third argument after sender.

Packet Methods

Sending (server):

packet:send(data, player)              -- single player
packet:send(data, Lync.all)            -- all connected players
packet:send(data, Lync.except(p1, p2)) -- all except specified
packet:send(data, { p1, p2, p3 })      -- array of players
packet:send(data, group)               -- group members

Sending (client):

packet:send(data)  -- to server

Receiving (both):

Method Behavior
packet:on(fn) Connects a listener. fn(data, sender, timestamp?). Server sender is Player. Client sender is nil. Returns a Connection.
packet:once(fn) Same as on but auto-disconnects after one fire.
packet:wait() Yields until the next fire. Returns (data, sender, timestamp?).
packet:name() Returns the registration name string.
packet:stats() Returns { bytesSent, bytesReceived, fires, recvFires, drops }. Populated only when stats are enabled.

Queries

Lync.query(name, requestCodec, responseCodec, options?) returns a Query handle. Built on RemoteEvents with varint correlation IDs. Returns nil on timeout or handler error.

Query Options

Field Type Default Behavior
timeout number 5 Seconds before the request yields nil.
rateLimit RateLimitConfig { maxPerSecond = 30 } Server-side rate limiting on incoming requests.
validate (data, player) → (bool, string?) none Server-side validation on incoming requests.

Query Methods

Method Context Behavior
query:handle(fn) Both Registers a handler. Server: fn(request, player) → response. Client: fn(request) → response. Returns a Connection that clears the handler on disconnect.
query:request(data) Client Sends request to server, yields until response or timeout. Returns the response or nil.
query:request(data, player) Server Sends request to one client, yields until response or timeout.
query:request(data, target) Server Sends request to multiple targets. Returns { [Player]: response? }. Accepts Lync.all, arrays, and groups.
query:name() Both Returns the registration name.
query:stats() Both Returns combined stats for the request and response channels.

Each query consumes two packet IDs internally (one for requests, one for responses).

Groups

Lync.group(name) returns a Group. Members are removed automatically on PlayerRemoving. Names must be unique (duplicate errors). Destroyed groups free their name for reuse.

Groups implement __iter, so for player in group do works directly.

Method Returns Behavior
group:add(player) boolean true if added, false if already a member.
group:remove(player) boolean true if removed, false if not a member.
group:has(player) boolean Membership check.
group:count() number Current member count.
group:destroy() Clears all members and frees the name. Safe to call multiple times.

Scope

Lync.scope() batches connections for lifecycle-aligned cleanup.

local scope = Lync.scope()
scope:on(packetA, fnA)
scope:on(packetB, fnB)
scope:add(someRBXScriptConnection)
scope:destroy()
Method Behavior
scope:on(source, fn) Calls source:on(fn) and tracks the returned connection.
scope:once(source, fn) Calls source:once(fn) and tracks the returned connection.
scope:add(connection) Accepts both Lync connections and RBXScriptConnection.
scope:destroy() Disconnects all tracked connections. Safe to call multiple times.

Connection

Returned by packet:on(), packet:once(), query:handle(), scope:on(), and middleware functions.

Field/Method Behavior
connection.connected boolean. true until disconnected.
connection:disconnect() Stops the listener. O(1) via swap-remove. Safe to call multiple times. Safe to call during a fire (snapshot iteration prevents skipped listeners).

Middleware

Global intercept chains on all packets. Handlers run in registration order. Return a transformed value to pass it downstream. Return nil to pass through unchanged. Return Lync.DROP from onSend to silently drop the packet.

All three functions return a Connection.

Function Behavior
Lync.onSend(fn) fn(data, name, player?) → data?. Runs before serialization.
Lync.onReceive(fn) fn(data, name, player?) → data?. Runs after deserialization and validation.
Lync.onDrop(fn) fn(player, reason, name, data?). Fires when a packet is rejected. Reason is "rate", "validation", or the string returned by the validate callback.
Lync.DROP Frozen sentinel. Return from onSend to silently drop the packet.

Targets

Server-side second argument to packet:send() and query:request().

Target Behavior
player Single Player instance.
Lync.all All connected players via Players:GetPlayers().
Lync.except(...) All players except specified. Accepts any mix of Player and Group arguments.
{ p1, p2, ... } Lua array of players. Non-player entries are silently skipped.
group All current members of a Group.

Codecs

Numbers

Lync.int(min, max) selects the smallest wire type that fits the range:

Range Wire Bytes
[0, 255] u8 1
[0, 65535] u16 2
[0, 4294967295] u32 4
[-128, 127] i8 1
[-32768, 32767] i16 2
[-2147483648, 2147483647] i32 4

Signed integers use unsigned buffer writes (writeu8/writeu16/writeu32) with two's complement conversion because writei8/writei16/writei32 are not FASTCALL-optimized in Luau.

Codec Bytes Behavior
Lync.f16 2 Half-precision IEEE 754. ~3 decimal digits. ±65504 normal range. Overflow clamps to ±inf. NaN preserved.
Lync.f32 4 IEEE 754 single-precision.
Lync.f64 8 IEEE 754 double-precision.
Lync.bool 1 true/false. Inside structs, bools are separated and bitpacked (8 per byte). Inside arrays, bools are bitpacked. Standalone uses 1 byte.

Lync.float(min, max, precision) quantizes a float range to an integer range. Wire type is selected by ceil((max - min) / precision): u8 if ≤ 255, u16 if ≤ 65535, u32 otherwise. Values outside [min, max] are clamped.

Strings and Buffers

Codec Wire format Behavior
Lync.string varint length + raw bytes Lengths 0–191 use a 1-byte prefix (dense prefix-varint). 192+ use multi-byte. Binary-safe.
Lync.string(maxLength) same Callable via __call. Same write path. Read rejects if decoded length exceeds maxLength.
Lync.buff varint length + raw bytes Same wire format as string. Read returns an isolated buffer copy.

Roblox Types

All fixed-size types expose _directWrite and _directRead for struct fast-path optimization, except Lync.inst (requires the channel's ref array).

Codec Bytes Wire layout
Lync.vec2 8 2× f32
Lync.vec3 12 3× f32
Lync.cframe 24 3× f32 position + 3× f32 axis-angle rotation
Lync.color3 3 3× u8 RGB, clamped to [0, 1] then scaled to [0, 255]
Lync.inst 2 u16 index into sidecar { Instance } array
Lync.udim 8 f32 Scale + i32 Offset
Lync.udim2 16 2× UDim
Lync.numberRange 8 f32 Min + f32 Max
Lync.rect 16 4× f32
Lync.ray 24 6× f32 (Origin + Direction)
Lync.vec2int16 4 2× i16
Lync.vec3int16 6 3× i16
Lync.region3 24 6× f32 (Min + Max)
Lync.region3int16 12 6× i16 (Min + Max)
Lync.numberSequence varint + N×12 f32 time + f32 value + f32 envelope per keypoint
Lync.colorSequence varint + N×7 f32 time + u8 R + u8 G + u8 B per keypoint

Quantized Variants

These codecs are callable. The bare name gives the lossless version; calling with arguments gives the quantized version.

Codec Bytes Behavior
Lync.vec2(min, max, precision) 2–8 Per-component quantization. 2B at u8, 4B at u16, 8B at u32.
Lync.vec3(min, max, precision) 3–12 Per-component quantization. 3B at u8, 6B at u16, 12B at u32.
Lync.cframe() 16 Smallest-three quaternion compression. 3× f32 position (12B) + 2-bit largest-component index + 3× 10-bit signed quaternion components (4B). Angular precision ≤ 0.16° (~0.003 radians). Saves 8 bytes vs lossless.

Composites

Constructor Behavior
Lync.struct(schema) { [string]: Codec }. Fields serialized in sorted key order. Bools separated and bitpacked after all non-bool fields. All-fixed-size structs expose _size, _directWrite, _directRead.
Lync.array(element, maxCount?) Varint count + elements. Fixed-size elements use a stride loop. Bool elements are bitpacked. Optional maxCount rejects on read.
Lync.map(keyCodec, valueCodec, maxCount?) Varint count + key-value pairs.
Lync.optional(codec) 1-byte flag. 0 = nil. 1 = value follows.
Lync.tuple(...) Positional values without keys. All-fixed-size tuples expose _size.
Lync.tagged(tagField, variants) Discriminated union. u8 variant tag. variants is { [string]: Codec }, sorted alphabetically for deterministic tag assignment. Tag field is injected on read.

Delta Codecs

Reliable transport only. Errors at define time if combined with unreliable = true.

Delta codecs serialize into a scratch buffer and compare byte-for-byte against a cached baseline. Identical bytes produce a 1-byte UNCHANGED flag. Any difference triggers a full re-send prefixed with a FULL flag byte.

Constructor Behavior
Lync.deltaStruct(schema) Same schema as struct. First frame is always full.
Lync.deltaArray(element, maxCount?) Delta-framed array.
Lync.deltaMap(keyCodec, valueCodec, maxCount?) Delta-framed map.

Meta Codecs

Constructor Behavior
Lync.enum(...) String enum. u8 index, up to 256 variants. Errors on unknown values at write time and duplicate values at define time.
Lync.bitfield(schema) Sub-byte packing, 1–32 bits. Spec: { type = "bool" }, { type = "uint", width = N }, or { type = "int", width = N }. Wire: 1B ≤8 bits, 2B ≤16 bits, 4B ≤32 bits. Signed ints use sign extension. Fields sorted alphabetically.
Lync.custom(size, write, read) User-defined fixed-size codec. write(buffer, offset, value), read(buffer, offset) → value.
Lync.nothing Zero bytes. Reads nil.
Lync.unknown Bypasses buffer serialization. Values go through the remote's sidecar array. Warns at define time if used without validate.
Lync.auto Self-describing. u8 type tag + value. Integers auto-sized. Floats try f32 then f64. Supports nil, bool, number, string, buffer, and 15 Roblox types. Tables error.

Wire Protocol

Dense Prefix-Varint

Variable-length unsigned integer encoding. 1-byte range covers 0–191 (LEB128 only covers 0–127).

Range Bytes Encoding
0–191 1 Direct value
192–8,383 2 0xC0 + high5, low8
8,384–1,056,959 3 0xE0 + high4, low16 LE
1,056,960–4,294,967,295 5 0xF0, u32 LE

MSB Batch Framing

All sends within one Heartbeat are batched into a single buffer per player per reliability channel.

Single-item: [1IIIIIII] [payload] — MSB set, 7-bit packet ID, no count byte. 1-byte header.

Multi-item: [0IIIIIII] [u16 count] [payload₁] ... — MSB clear, u16 item count follows. Used when ≥2 sends to the same packet occur in one frame.

The single-item path saves 2 bytes per packet per frame vs always writing a count. Maximum 127 packet IDs (7 bits).

XOR Framing

Reliable channels XOR the current frame against the previous before sending. The receiver XOR's against its previous decoded frame to recover the original. Produces long zero runs that compress well under Roblox's internal deflate.

XOR operates in u32-aligned chunks with u8 remainder. Mismatched frame sizes are handled: excess bytes in a longer frame are copied directly.

Unreliable channels skip XOR (no guaranteed frame ordering).

Security

Schema Validation

Every incoming packet on the server passes through Gate before listeners fire:

  • _typeCheck: Rejects wrong typeof.
  • _isInteger + _min/_max: Rejects non-integers, NaN, inf, out-of-range.
  • _schema (struct codecs): Recursive per-field validation.
  • Fallback: NaN/inf scan up to validationDepth levels for codecs without metadata.

Rejected packets fire onDrop and are silently discarded. Other packets in the same frame from the same player are unaffected.

Rate Limiting

Two modes (mutually exclusive):

Token bucket: { maxPerSecond = N, burst = M }. Tokens refill at N/sec. Burst defaults to 1. Each fire costs one token.

Cooldown: { cooldown = seconds }. Rejects fires within cooldown seconds of the last accepted fire.

Global rate limit: Lync.configure({ globalRateLimit = { maxPerSecond = N } }). Checked before per-packet limits.

Bandwidth Throttle

Lync.configure({ bandwidthLimit = { softLimit = bytes, maxStrikes = N } }). Per-player. Oversized frames increment strikes. Small frames decrement (decay). Exceeding maxStrikes drops the entire frame.

Stats

Disabled by default. Zero overhead when off. Enable via Lync.configure({ stats = true }).

Function Behavior
packet:stats() { bytesSent, bytesReceived, fires, recvFires, drops }
Lync.stats.player(player) { bytesSent, bytesReceived } or nil. Server only.
Lync.stats.reset() Zeros all counters.

Debug

Function Behavior
Lync.debug.pending() In-flight query request count.
Lync.debug.registrations() Frozen array of { name, id, kind, isUnreliable }.

Configuration

Lync.configure(options) — call before Lync.start().

Option Default Range Behavior
channelMaxSize 262,144 4,096–1,048,576 Max bytes per channel buffer per frame.
validationDepth 16 4–32 Max recursion for NaN/inf scanning.
poolSize 16 2–128 ChannelState reuse pool size.
bandwidthLimit none { softLimit, maxStrikes }. Per-player.
globalRateLimit none { maxPerSecond }. Per-player across all packets.
stats false Enables stat counters.

Limits

Constraint Value
Max packet/query registrations 127 (7-bit wire ID, queries use 2 each)
Max buffer per channel per frame 256 KB default, 1 MB max
Max concurrent query requests 65,536 (varint correlation IDs)
Lync.enum variants 256
Lync.bitfield total bits 32
Lync.tagged variants 256
Bool packing density 8 per byte
String inline varint threshold 191 bytes (1B prefix), 192+ uses multi-byte
Delta + unreliable Not allowed (define-time error)

Benchmarks

Run rojo serve bench.project.json, open in Studio with one local server + one client.

See bench/Run.server.luau for full configuration and methodology.

Wire Sizes

Exact byte count per codec write. Raw payload only — no batch framing overhead included.

Codec Input Bytes
bool true 1
int(0, 255) 42 1
int(0, 65535) 1000 2
int(0, 1000000) 500000 4
int(-128, 127) -50 1
f16 42.5 2
f32 3.14 4
f64 π 8
nothing nil 0
string "" (empty) 1
string 5 chars 6
string 191 chars (max inline prefix) 192
string 192 chars (varint prefix) 194
string 1000 chars 1002
vec2 lossless 8
vec2(0, 100, 1) u8 quantized 2
vec3 lossless 12
vec3(0, 100, 1) u8 quantized 3
vec3(-1000, 1000, 0.1) u16 quantized 6
cframe lossless 24
cframe() smallest-three 16
color3 RGB 3
ray origin + direction 24
entity struct 6 fields + bool (lossless) 34
entity struct quantized fields (compact) 13
bitfield bool + uint packed 2
array × 100 entities 100× struct(6× u8) 601
array × 1000 bools bitpacked 127

Codec Throughput

Isolated CPU cost. No networking. Encode + decode measured independently. 100k iterations with warmup.

Codec Bytes Encode Decode Round-trips/sec
bool 1 44ns 29ns 13,862,127
int(0, 255) 1 42ns 28ns 14,387,868
int(0, 65535) 2 41ns 28ns 14,395,324
f16 2 61ns 42ns 9,686,824
f32 4 41ns 25ns 15,003,300
f64 8 41ns 26ns 14,844,063
string (empty) 1 30ns 22ns 19,240,019
string (10 chars) 11 46ns 60ns 9,441,889
string (100 chars) 101 48ns 91ns 7,166,506
string (1000 chars) 1002 76ns 238ns 3,179,953
vec2 8 75ns 43ns 8,417,720
vec3 12 53ns 27ns 12,360,328
vec3 (quantized) 3 130ns 85ns 4,636,348
cframe (lossless) 24 92ns 144ns 4,232,266
cframe() (compressed) 16 123ns 170ns 3,413,621
color3 3 125ns 58ns 5,482,756
udim2 16 235ns 112ns 2,880,482
entity struct 34 239ns 395ns 1,578,183
entity compact 13 377ns 490ns 1,153,064
bitfield flags 2 142ns 332ns 2,107,486
100× entity array 601 15.2µs 34.1µs 20,306
1000× bool array 127 4.3µs 5.1µs 106,806

Delta Savings

Byte cost across three consecutive writes: initial (full), identical repeat (unchanged), and single-field mutation (changed).

Codec Full Unchanged Changed Savings
deltaStruct (entity) 35B 1B 35B 97%
deltaStruct (compact) 14B 1B 14B 93%
deltaArray (100× entity) 602B 1B 1B 100%
deltaArray (1000× bool) 128B 1B 1B 99%
deltaMap (string → u8) 19B 1B 19B 95%

Batch Framing

MSB single-item batches use a 1-byte header. Multi-item batches add a u16 count after the header.

Scenario Total bytes Per-item overhead
1 × u8 (single-item) 2B 1B
10 × u8 (multi-item) 13B 0.3B

Network Throughput

Live sends to one player. Measured over 8 seconds. FPS and Kbps at median and tail.

Packet Fires/frame FPS median FPS p1 Kbps median Kbps p95 Kbps p99
booleans 1000 60 59.9 2.5 6.2 6.2
entity struct 1000 60 59.9 2.3 2.4 2.4
entity compact 1000 60 59.9 2.4 2.5 2.5
100× entities 100 60 59.9 2.3 3.1 3.1
1000× bools 100 60 59.9 2.3 2.3 2.3
bitfield flags 1000 60 59.9 2.4 2.5 2.5
cframe lossless 1000 60 59.9 2.5 2.5 2.5
cframe compressed 1000 60 59.8 2.3 2.3 2.3

Cross-Library Comparison

The tables below use the same data shapes and methodology as Blink's published benchmarks: 1,000 fires/frame, same data every frame, 10 seconds, Kbps scaled by 60/FPS.

Numbers for blink, zap, bytenet, and roblox are copied directly from Blink v0.17.1 results (2025-04-30).

[!NOTE] Architectural differences that affect these numbers:

  • Lync batches all sends into one buffer per Heartbeat frame. Other tools fire one RemoteEvent per send(), paying ~40 bytes of Roblox overhead per call.
  • Lync includes server-side schema validation and rate limiting. Other tools do not.
  • Lync bitpacks bool arrays (1,000 bools ≈ 127 bytes vs ~1,002 bytes for 1-byte-per-bool).
  • Lync uses runtime codecs. Blink and Zap use code generation with zero runtime schema.
  • Delta compression is not exercised here (same data every frame). See Delta Savings for the real-world impact.
  • FPS is hardware-dependent. Kbps is FPS-scaled, making it comparable across machines.

Tool versions: blink v0.17.1 · zap v0.6.20 · bytenet v0.4.3 · lync v2.1.0

Data shapes: Entities = 100× struct { id u8, x u8, y u8, z u8, orientation u8, animation u8 }. Booleans = 1000× bool. Source.

Entities — FPS

Tool Median P0 P80 P90 P95 P100 Loss
roblox 16.00 16.00 15.00 15.00 15.00 15.00 0%
lync 60.00 61.00 60.00 60.00 60.00 58.00 0%
blink 42.00 45.00 42.00 42.00 42.00 42.00 0%
zap 39.00 40.00 38.00 38.00 38.00 38.00 0%
bytenet 32.00 34.00 32.00 32.00 32.00 31.00 0%

Entities — Kbps

Tool Median P0 P80 P90 P95 P100 Loss
roblox 559,364 559,364 676,716 676,716 676,716 784,082 0%
lync 3.68 3.61 3.72 3.75 3.75 4.18 0%
blink 41.81 26.30 42.40 42.48 42.48 42.62 0%
zap 41.71 25.46 42.19 42.32 42.32 42.93 0%
bytenet 41.64 22.84 42.36 42.82 42.82 43.24 0%

Booleans — FPS

Tool Median P0 P80 P90 P95 P100 Loss
roblox 21.00 22.00 20.00 19.00 19.00 19.00 0%
lync 60.00 61.00 60.00 60.00 60.00 59.00 0%
blink 97.00 98.00 97.00 96.00 96.00 96.00 0%
zap 52.00 53.00 51.00 51.00 51.00 49.00 0%
bytenet 35.00 37.00 35.00 35.00 35.00 34.00 0%

Booleans — Kbps

Tool Median P0 P80 P90 P95 P100 Loss
roblox 353,107 196,827 690,748 842,240 842,240 1,124,176 0%
lync 2.49 2.44 2.50 2.52 2.52 2.54 0%
blink 7.91 7.41 7.93 7.99 7.99 8.00 0%
zap 8.10 5.75 8.17 8.22 8.22 8.27 0%
bytenet 8.11 5.07 8.35 8.46 8.46 8.47 0%

Wire Size Comparison

Data Lync Other tools Difference
100× entities 601B ~602B -1B
1000× bools 127B ~1002B -875B (87% smaller)

License

MIT