I'm building a traffic generator in a controlled lab to benchmark my own XDP/eBPF filter, with a PC sending traffic to a Raspberry Pi on my local network. I've noticed that two programs written in the same language can have dramatically different throughput: one might produce only around 10,000 TCP or UDP packets per second, while another can reach millions on the same hardware.
I'm trying to identify the broader area of systems or network optimization behind those differences. Topics that seem relevant include asynchronous I/O, event-driven versus multithreaded designs, lock-free data structures, batching, zero-copy networking, efficient socket APIs, kernel bypass, memory management, and packet-generation techniques.
What should I study to understand this field and build a high-throughput TCP/UDP generator? I'm currently using C# for the traffic generator and C for the XDP filter. Is C# suitable, or would a C, C++, or Rust implementation be more appropriate for the packet-generation path?
4 Answers
There isn’t one magic technique or single name for this. It generally falls under high-performance systems programming, high-performance networking, or network-stack optimization. The main difference usually comes from the overall design, the amount of work done per packet, memory behavior, and how often the program crosses into the kernel—not simply from the programming language.
Start by learning the socket API and the basic constraints of networking: packet and frame size, MTU, send and receive buffers, NIC capabilities, and the operating system’s configuration. Then benchmark each stage separately instead of guessing where the bottleneck is.
C# is perfectly reasonable for a moderate-rate generator, especially if you use asynchronous or event-driven sockets, reuse buffers, avoid per-packet allocations, and batch work where the API allows it. A console application is not inherently slower than another application type.
If the goal is several million packets per second, a practical design is often to keep C# for orchestration, configuration, and test control, while moving the packet-transmission engine to C, C++, or Rust using a lower-level interface such as io_uring or DPDK. That is only necessary after measurement shows that the managed socket path cannot meet the target.
A well-known example to study is masscan, which is designed to transmit huge numbers of packets from one machine. Its performance comes from carefully controlling packet construction, batching, timing, and the networking path—not from a single optimization keyword.
Also remember that forming packets, copying data, applying rules, DNS lookups, logging, and receiving responses can be just as expensive as the actual send operation. Measure CPU usage, allocations, syscall counts, NIC limits, and packet rates with profiling tools before changing the design.
For a few thousand or even tens of thousands of requests per second, ordinary asynchronous sockets can often handle the workload in most languages. At the millions-of-packets-per-second level, the architecture changes significantly.
A per-packet send call is expensive because every call involves user/kernel transitions and other stack overhead. High-throughput tools reduce that cost with batching APIs such as Linux’s `sendmmsg`, preallocated buffers, and fewer allocations. For still higher rates, technologies such as io_uring, DPDK, or other kernel-bypass approaches can be used. Some specialized generators also implement a minimal custom network stack rather than using the full TCP/IP stack.

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