Comment by eieio
1 day ago
I've been playing with multiplayer games that run over SSH; right now I'm trying to push the framerate on the games as high as I can, which is what got me thinking about my networking stack.
I mostly use go these days for the backend for my multiplayer games, and in this case there's also some good tooling for terminal rendering and SSH stuff in go, so it's a nice choice.
(my games are often pretty weird, I understand that "high framerate multiplayer game over SSH" is a not a uhhh good idea, that's the point!)
Two things that can have a big impact on SSH throughput are cipher choice and the hardcoded receive buffer size. These are described in the fork https://github.com/rapier1/hpn-ssh
Maybe that will be useful for thinking about workarounds or maybe you can just use hpn-ssh.
ah this is great, thanks dan!