Rate of position updates & b/w

Anyone done any calculations on the preferred amount of bytes being sent by the game to get a smooth movement in-game and not totally eat all the b/w ?

Depending on algorithm - a flight sim (u know?) might come along with 1-2 messages per second. Or even less. Pacman needs one message per change of direction (given it is guaranteed to arrive).

We discussed that here earlier, lookup UDPvsTCP.