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Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by _wmd on Saturday January 06, 2018 @08:53AM (#16085232)
I'd have presumed otherwise, but I'm not sure if you're understanding the API correctly.. it's not about sending multiple messages to the same destination, but to multiple destinations in a single call. The msg_hdr struct has room for specifying the target address.

From userspace' perspective, even if the same data isn't being broadcast at every client, just building up a big array (perhaps while looping over the input from recvmmsg()!) and spitting it out once would have the same semantics as just calling sendmsg() immediately on each, etc

Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by jacquesm on Saturday January 06, 2018 @09:01AM (#16085265)
Yes, I understand the API correctly. Having implemented it once I think I have the basics down ;) But that said I was assuming that this would be in the context of multiple UDP messages sent from a game client to a game server.
Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by Doxin on Friday January 12, 2018 @09:40AM (#16133087)
The bottleneck generally isn't at the client side for games, The server has much more network traffic to handle. So even if this performance fix only works server-side that might be enough.