Well, PPP features compression for example. Each frame can be compressed by the modem and decompressed by the receiving side. This is all done in hardware by the modems of course, without introducing any significant additional latency.
i understand how PPP has an optional feature for compression.
For Demigod to use any significant compression for the data it is sending to the other players, it would need to wait until enough data is produced that can be compressed.
um what? why would it wait to send data.. especially for gaming.
Even if Demigod uses some sort of compression. Not every data can be compressed at the same rate, therefore the amount of upload would simply fluctuate more, but still have peaks with high amount of data and this wouldn't improve anything in the end.
demigod must use compression, how did they reduce the bandwidth used by 30% in one patch?
Typically network data isn't compressed by the application in latency dependent applications. This is a feature of lower network layers.
if it isnt compressed in some way by the application, how do other games connections work better than demigods? for example warcraft 3.