Losing packets randomly k_EResultLimitExceeded
I am using Riptide and steam transport for it that wraps around Steamworks.NET.
And when I send a bunch of packets some of them never arrive because of k_EResultLimitExceeded reason.
Riptide uses this function from Steamworks.NET
EResult SendMessageToConnection(HSteamNetConnection hConn, IntPtr pData, uint cbData, int nSendFlags, out long pOutMessageNumber)
No matter if I use k_nSteamNetworkingSend_Unreliable or k_nSteamNetworkingSend_Reliable flag I get this error.
Info in Google is very limited, but someone mentioned that there's hard limit in Steamworks of somewhere around 125000 to 200000 bytes per second.
What is this limit? How to avoid or circumvent it? I am currently sending 700 packets with rate of 95000 bytes per second.
Is there receive buffer on client?