I started with the implementation of multiplayer for a RTS game. I don't want to implement lockstep architecture, so I decided to create a server, to which all the clients report commands, and the server returns the unit position/rotation/state/etc on each frame.
There are a lot of rpc calls, as there can be up to 1000 units. The game will be capped at 60fps. So I have next questions:
Does underlying logic aggregate the rpc calls (setposition, setrotation etc) into large UDP requests, and sends them once per frame, or does it send an UDP request for each rpc call (which would be like 1000 * 60 * ~5 = 300k calls per second in my case? Or is an "In between" solution implemented?
If it sends an request for each rpc, I have to manually create a function that sends all the parameters for all units once per frame?