In this section we evaluate the communication cost of Colyseus in relation to client-server and broadcast architecture alternatives and examine the characteristics of Colyseus's bandwidth usage as the system scales. Our results for games on the Colyseus architecture are measured values, but the results for the client-server and broadcast architectures are based on trace-based simulation to ensure that comparison points were based on the same game playout. In addition, although the interest filtering in normal Quake II server is based on a less selective binary space partitioning tree, in our simulation, it is based on bounding boxes identical to those used in the Colyseus implementation.