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Client performance characteristics? Speaking very broadly... I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (aud
by thunderfork 3mo ago
Client performance characteristics? Speaking very broadly... I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode.
- gafferongames 3mo ago> I can't imagine a game that'd need that much data I can :)
- mvdtnz 3mo agoMaybe instead of leaving drive by comments like this you can explain this to the overwhelming majority of people in this thread who think it's bananas.
- gafferongames 3mo agoNobody has answered my question, which is if you can use more bandwidth, and in doing so supports a larger, more detailed world, then why not? Why limit yourself to bandwidth usage designed around the turn of the century? It's 2026. We can do better :)
- frollogaston 3mo agoThe article already started off saying the bandwidth itself was a problem due to egress costs, but that's not the only issue. Thunderfork already answered what else is wrong with it. Now if you're the author, can you tell me what the space game does?
- gafferongames 3mo ago> Now if you're the author, can you tell me what the space game does? A larger more detailed world with a higher player count, networked using quake style netcode techniques ala. Counterstrike, Titanfall, Apex Legends with snapshots and delta compression, client side prediction and lag compensation. In short, FPS netcode scaled up to 1000 players, but applied to a space game, not an FPS, because the world doesn't need another FPS right now...
- frollogaston 3mo agoMy question and its followups have all been reasonable and non-assuming. I was interested in some more details, but not anymore, best of luck.
- gafferongames 3mo agoThis thread absolutely has not been full of reasonable and non-assuming questions. 1. "I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode" 2. "If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be" 3. "overwhelming majority of people in this thread who think it's bananas." Sorry folks, but if you want to have a positive discussion with me about game netcode this is not the way to do it.
- deleted 3mo ago[deleted]
- thunderfork 3mo agoThe person you're replying to isn't me (the person you're quoting above), but to be clear: I'm not trying to be insulting, here, it's just kind of a bizarre, eyebrow-raising thing to see. There's a reason you're not seeing any AAA games doing this, y'know? If you're doing something that's really unusual, you're going to have people going "this is really unusual". Please don't take this the wrong way - this is sincere, well-intentioned advice: have you ever watched Shark Tank? The best people on there can still give a good pitch when their ideas are challenged. The games industry - and especially the multiplayer games space - are brutal, and players are going to be way more critical, way more rudely, than anyone on HN. It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.
- gafferongames 3mo agoHey, I want to make something really clear to you. I'm a professional game developer and I write netcode for AAA games for a living. I wrote large parts of the netcode for Titanfall 2 and Apex Legends. > There's a reason you're not seeing any AAA games doing this, y'know? Yes, it's because bandwidth used to be really expensive (both in bare metal and cloud) and now in many cases it's less so, and in some cases totally free (AWS GameLift). This is big news that is relevant to other professional multiplayer game developers, the readers of my website https://mas-bandwidth.com https://mas-bandwidth.com It's also because most game developers don't have the skills (or time) to write completely custom netcode for their game, so they are limited to existing solutions which tend to max out around 100 players for historical reasons. > It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt. But I'm not here to sell my idea to you. I'm just a professional game developer who wrote an article about how free egress bandwidth for game servers in AWS is big news for multiplayer games, with some basic analysis about what it might cause in the game industry moving forward. Take it or leave it man.