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At some point I need to write a blog post about how VRChat works. We don't have dedicated servers and work primarily through rebroadcasting. It's tolerable from
by dleslie 6y ago
At some point I need to write a blog post about how VRChat works. We don't have dedicated servers and work primarily through rebroadcasting. It's tolerable from an airplane, tolerable, and we regularly have users in Russia, Canada, Japan and Thailand playing together. Some of our users regularly connect via satellite phones!
It's not perfect by any means, but the results are pretty good:
https://www.youtube.com/watch?v=jDZ0ThMma-A https://www.youtube.com/watch?v=jDZ0ThMma-A
- Animats 6y agoYes, do! Link to it on GameDev or something, please.
- neatze 6y agoPlease write a blog, I am interested in reading it too. From where to where rebroadcasting is done ?
- holografix 6y ago+1 for a blog post please!
- meheleventyone 6y agoSo it’s peer-to-peer but running through a relay? If it is we do something similar for https://dotbigbang.com https://dotbigbang.com although it still requires careful game design and engineering to work with worst case latency. You can see this in action with our swarm game Straits of Danger where random viewers from chat and Day[9] streaming are hooked together through our regular infrastructure. https://youtu.be/bs1p22oI_V4 https://youtu.be/bs1p22oI_V4
- dleslie 6y agoFundamentally, yes! But nearly all of our content is user generated; so we can't own the design of experiences, at least not completely.
- meheleventyone 6y agoYup same with us.
- greggman3 6y agoIs this only because it's chat? I'd expect VRChat to far more tolerant of network issues than say Call of Duty.
- dleslie 6y agoCheck the video, it's a fully simulated environment served via user generated content; "chat" is only a slice of what people do.