Values

None

No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources. This option may also be used to make network debugging using tools like Wireshark easier.

RangeCoder

ENet's built-in range encoding. Works well on small packets, but is not the most efficient algorithm on packets larger than 4 KB.

Fastlz

[http://fastlz.org/](FastLZ) compression. This option uses less CPU resources compared to godot.NetworkedMultiplayerENet_CompressionModeEnum.zlib, at the expense of using more bandwidth.

Zlib

[https://www.zlib.net/](Zlib) compression. This option uses less bandwidth compared to godot.NetworkedMultiplayerENet_CompressionModeEnum.fastlz, at the expense of using more CPU resources. Note that this algorithm is not very efficient on packets smaller than 4 KB. Therefore, it's recommended to use other compression algorithms in most cases.