I have a simple test where I have a large static scene and I'm simply passing the camera position & orientation to the clients from the server, if the server camera moves. The clients simply move their relative camera when they are told about a change.
Using a PC as the server and a Mac as a client I get a fab' 8 or 9mS latency which is great.
Any other combination (i.e. PC->PC or Mac{server}->PC ) and I get a rubbish 200+mS latency.
The ping times on the machines (when checked not via Unity / TNet) are showing about 2mS. I have tried disconnecting the machines from our network (so they're just connected via an Ethernet switch) and I've tried changing the switch but the only good result is PC (as server) and Mac as a client. I've tried multiple PCs and they're all the same. I only have a single Mac to try so unable to test Mac->Mac.
Not sure if this is a TNet thing, a Unity thing, a Windows thing etc...
I'm using TNet 1.3.1 and would update to 1.6.1 but it does not seem I can simply "drop in" the new version. However, I am assuming that the differences between 1.3.1 and 1.6.1 are not likely to change this problem.
Mac is running "Mountain Lion" and PCs are Windows 7 (with the Unity build 64 bit stand alone). The window size makes no difference so it's not lack of spare CPU capacity, (in fact the Mac is the slowest of the machines but best as client). The machines are typically running at near 60 FPS but 200mS latency is equivalent to a 5 FPS update.
Any suggestions anyone?
Thanks.