4 ms·
The current networking stack is pretty straightforward; it's built on top of QUIC so we do get reliable and unreliable UDP with multiple channels so the latency
by FredrikNoren 4y ago
The current networking stack is pretty straightforward; it's built on top of QUIC so we do get reliable and unreliable UDP with multiple channels so the latency is really low, but we don't do anything fancy. We used to do rollback networking but removed it to simplify things; we realized it was overkill to have it on everything and it would make more sense to implement prediction on the entities that actually benefit from it (like player camera). We're currently working on deploying Ambient to the web too, where we'll probably use WebTransport, which is built on top of QUIC and should give us similar characteristics. For filtering which entities are stream; we haven't implemented that yet but we'd like to do it one day.
For lobbies/matchmaking; yes we're planning to implement a service for that. Steamworks integration is a bit further down the line but would be nice one day too.