ObjectNet requirements will depend on the project where he will be used, in short, ObjectNet uses a few resources from the system. Nonetheless, depending on how your game was designed, this could mean more or less computation and memory.


A game with a few elements to be synchronized can run on ordinary hardware, on the other hand, how many elements you need to synchronize, more CPU systems will be required.


ObjectNet has a pretty smart system to detect and send events only when *changes occur, this reduces the amount of data and computation required to keep things up to date.


*Smart detection system only applies to events and data controlled by ObjectNet, for events raised or sent manually by the developer, ObjectNet will not take and measure.