Consider the following:
100 per minute is enough for a game sync message every second. (Such as player location)
With 40 left each minute to send something else (such as profile updates)
In the example of my FlightSimTrack Extension, I send
Player location and aircraft around the playerevery second 60 per minute
Leaving me 40 per minute to update other data such is game radio frequencies selected or other plane information or map waypoints as a lower poll rate.
I’m also polling data out of the game at 1hz so sending to Twitch at 1hz works quite well
Viewers don’t need smooth/instant up to date data, in my example of plane location on a map.
And for example if you wanted to delay data by the viewers own HLS offset, you’d have to queue up that data until the appropriate trigger time, so you’d be storing a lot of information in memory if you are running quicker than 1hz (FlightSimTrack doesn’t but I have other extensions that do delay draws)
So yeah you might have a user case that needs more frequent updates (than 1hz) in pockets of burst, and theres room for that on Extension PubSub, but a primary update rate faster than 1hz. then you are making the users client draw the extension view a lot more often. And could be a detriment to the browser tabs ability to play the video itself and/or other drawing actions such as chat. Which could lead to not passing review if you extension is constnatly crashing or leading to a poor viewer interaction for memory leaks/overuse. (I’ve had that happen before when I left a bug in my sender and it dumped 100 messages on the client in a very short time and all hell broke loose)
So is faster than 1hz constant that exceeds Twitch’s limits a good idea? Depends on how much data you are batting around.
But as Dist notes, you do not have to use Extension PubSub, it’s a tool to help developers scale their extensions without having to worry about needing to scale backends based on viewer connections.
You can use whatever you want as long as the connection is over SSL, and complies with the CSP.