Bullet Networking ?

I’m working on a small car online multiplayer game using Bullet. when sending data from my car (Pos, Vec, Force …) 30 times per second the simulation across the customer is good. Many data per second for a client? for the server? . Anyone know how much data a client sends to the server per second on a modern multiplayer game? Thanks for your help

There is an awesome article on the Valve developer network about it:

Also note that post on gamedev:
http://gamedev.stackexchange.com/questions/6645/lag-compensation-with-networked-2d-games (the first answer)

And that tutorial list:

To make it short, it’s about 20 - 30 packets per second, They say arround 7KB, but you could go higher …