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Hello, this is my first time ever opening an issue on GitHub, so I'm sorry if this isn't the place to post about it.
ParsecSoda is perfect as it is, I use it on a daily basis, the only thing lacking is an option for automatic bandwidth assigned by the amount of people joined. I don't know if it's a limitation of Parsec, but that feature is the last piece needed for a 11/10.
Most of the time I just change bandwidth manually every time a player connects to the room.
The text was updated successfully, but these errors were encountered:
From what I remember, you don't have to change the bandwidth because Parsec SDK already assigns it dynamically.
The settings in the SDK call are just for the maximum limit.
I thought that the bandwidth number shown in ParsecSoda (or even Parsec) was the total bandwidth used in the room. So by increasing the number of people playing in the same room, the bandwidth was split for each of them. At least that's what we can see from the stream.
e.g. If I have 1 guest, I just use 6 Mbps, if another friend connects I bump it to 12 Mbps so the video quality doesn't change in comparison to when there was just 1 person (still 6 Mbps for every person). Been doing that for like a year.
Hello, this is my first time ever opening an issue on GitHub, so I'm sorry if this isn't the place to post about it.
ParsecSoda is perfect as it is, I use it on a daily basis, the only thing lacking is an option for automatic bandwidth assigned by the amount of people joined. I don't know if it's a limitation of Parsec, but that feature is the last piece needed for a 11/10.
Most of the time I just change bandwidth manually every time a player connects to the room.
The text was updated successfully, but these errors were encountered: