Hi,
PlayMaker "only" glue your actions together, what is in actions and what are in bridges such as the photon bridge will not perform better or worse than usual, they are subjects to the same rules and pitfalls as if PlayMaker would not be in the loop.
so in your case, you have to be careful with the number of events you want to tackle. You may find that instanciating a networked impact object that is simply a particle or a blood splat may very well perform better than if you try to first do a RPC, and then instanciate manually on each running instance.
I am speculating, but this is to show that the problem could be elsewhere potentially, especially in your description. you may want to also look at not passing all impacts. It's like soundtrack and sound effects in films, they do not try to reproduce the sound of everything that is actually happening on screen, instead they give you a mood and accentuate vey precise sounds to make it clean. The same would apply here, if you have 20 players fires at will... maybe you should not try to repro every bullet over the network. Maybe you could have an rpc even "FIRE STARTED" and another event "FIRE STOPPED", and in between each running instance actually does it's own firing system, no need to think everysingle bullet fired, instead only make it looks like it's firing. In case of rockets and bombs, that's a different deal, but you don't fire 5 rockets every sec...
what's important is the result of the firing, if USER A doesn't get the exact amount of bullet fired by USE B, no big deal. what's important is that if USER B hits another USER, it's processed properly, and why not fire the bullet then for sure following the "HIT" event, not the "FIRE" event.
I hope I am explaining myself clearly here
bye,
Jean
Bye,
Jean