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I did my PhD on exactly this area (thesis on yousefamar.com, DM me if you'd like to chat about gamedev and netcode!) and optimising for cost and easy setup to s
by paraknight 4y ago
I did my PhD on exactly this area (thesis on yousefamar.com, DM me if you'd like to chat about gamedev and netcode!) and optimising for cost and easy setup to support indie devs.
Afterwards, when I tried to validate this as a product (libfabric.com) I realised that I'm trying to solve a problem that nobody has, except for a very small niche. The main problem that developers of large-scale networked games have is acquiring players. They use whatever existing service+SDK (like Proton) for networking and don't think about it. Once they have good traction, then they can afford scalable infrastructure that others have already built, of which there are many.
- mLuby 4y agoGood point about the niche problem. It reminds me of freemium pricing where for low volume the service is free but above a threshold (when customers can typically afford to pay) it gets expensive. It'd be nice to some global service to host your game servers controlled by a single slider linking ping to price. With the slider at its cheapest end, there's only one server and it's in the cheapest datacenter. At the most expensive end, there are servers all over the world linking players as locally as possible.