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Doing a little testing with the addon I've noticed that the network transmitter is sending ~400 bytes of data per RollbackSynchronizer with 13 properties and 13 inputs which could max the hosts bandwidth way too quickly with just a couple peers connected and controlling their respective actors with the synchronizers on them because we're sending Variant's across instead of strictly defining what type and size we're sending. On the latest netfox version that can be reduced to ~130 bytes per synchronizer using schemas to determine type, compressing the data.
One thing to note while this benefits games made to be ran on servers this is more an improvement to make the client-host architecture more achievable since I am personally making a game where a player can be a host and I'd like the ability of most people being able to host a game even if their internet speed is below average.
this PR is WIP