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gafferongames
searching PlanetScale…
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61.
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by
gafferongames
3mo ago
Furthermore, Fortnite "Cannot support more than 100 players" according to Tim Sweeney. https://www.gamespot.com/articles/fortnite-cannot-support-mo...
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by
gafferongames
3mo ago
20 megabits per-second is 2.5 megabytes per second. Do you really think PCs have difficulty processing 2.5 megabytes of data per-second in 2026?
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by
gafferongames
3mo ago
This 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
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by
gafferongames
3mo ago
Let's say typical games send 1-2 megabits per-second for first person shooters with 100 players or less (in some cases it's more, some cases it's less, but let's assume this is at least reasonable to do in 2026) Now yo
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by
gafferongames
3mo ago
The number of players per-Fortnite server is 100 players. The number of players per-Battlefield server is 64 players.
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by
gafferongames
3mo ago
> Something that this article doesn't mention that's going to be a big constraint: each of your clients parsing 20mbps of updates is going to have a performance impact on those clients. I can assure you that parsing 20 megabits
67.
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by
gafferongames
3mo ago
Maybe it doesn't cost them a lot, actually.
68.
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by
gafferongames
3mo ago
Oh shit and I forgot NAT issues. Depending on NAT, some players simply cannot host a game (without a relay server), no matter what they do.
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by
gafferongames
3mo ago
Well, I can give several reasons why player hosted servers (like on their own machines) can be a bad idea: * If the server player quits, the game is over, or the game developer has to implement host migration, which generally sucks. Game de
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by
gafferongames
3mo ago
Deterministic cross-platform networking with jolt is fine and good, but there are multiple ways to network a game, and even to do networked physics in 2026. I hope your game world is small, and your player count is low, otherwise: 1) your s
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by
gafferongames
3mo ago
Cheating in the sense of breaking fog of war, because the client has to actually have the whole game state in memory due to deterministic synchronization. Yes.
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by
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
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by
gafferongames
3mo ago
A typical quake style FPS netcode like Counterstrike, Apex Legends, Titanfall etc. would have all gameplay affecting objects (bullets, missiles props whatever...) as server side entities. On the client these entities are usually interpolate
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by
gafferongames
3mo ago
Yes, but how many games truly support 1000 players at the same quality level and fidelity of a AAA FPS? I can't think of any, even Eve: Online has time dilation and starts to chug when the action gets too intense. What if you could hav
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by
gafferongames
3mo ago
Nobody 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
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by
gafferongames
3mo ago
Have you considered the O(n x m) issue with player counts? For example, if you have n=1000 players, and m=2000 objects, the total number of object state updates that need to be sent out is n x m. So a 1000 player space game with 1000 player
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by
gafferongames
3mo ago
It's true plus you cannot just send a snapshot of 100 kilobytes or so from server to client with 1500 byte MTU with regular IPv4 packet fragmentation and reassembly due to packet loss amplification effects.
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by
gafferongames
3mo ago
> You can fit a lot of game in 2mbit/s with a little bit of work. And you can fit exactly 10X the game in 20mbps with the same amount of work, plus some AF_XDP magic.
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by
gafferongames
3mo ago
> I can't imagine a game that'd need that much data I can :)
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by
gafferongames
3mo ago
Companies like https://nitrado.com host community servers cheaply and support mods. Sort of a nice half-way in between truly player hosted servers (where somebody could quit mid-game, or even cheat the game), and dedicated serve
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by
gafferongames
3mo ago
Hosting in AWS (or anywhere else) doesn't preclude you from doing the right thing and releasing your server binary or even source code after you shut your game down. For example, Knockout City by Velan Studios did exactly this. https:
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by
gafferongames
3mo ago
Some games are networked deterministically, so that you can send only the inputs, and the game plays out exactly the same way (down to a checksum matching for all game state in memory across all players). For example many RTSs are networked
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by
gafferongames
3mo ago
Maybe you can just be doing all the standard compression tricks, but still have a 10-20 times larger world? If so, why not?
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by
gafferongames
3mo ago
If a normal game sends 2mbps, then 20mbps would be 10 times as many objects.
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by
gafferongames
3mo ago
Higher player counts and more detailed worlds? It's 2026 and we regularly watch 4k video streams @ 25mbps. Seems like games should be able to get away with sending this amount of bandwidth too for a higher fidelity experience.
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gafferongames
3mo ago
The speed of light is not just a good idea, it's the law!
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The best thing that's ever happened for multiplayer games?
(mas-bandwidth.com)
20 points
by
gafferongames
3mo ago
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92 comments
88.
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by
gafferongames
3mo ago
> this whole post just felt like a brag And yet, everything I wrote in the article is true.
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gafferongames
3mo ago
Before this change hosting a game with an average CCU of 100,000, with each client sending 1 Mbps would cost $1,650,791 per month in AWS data transfer egress fees at list price. Obviously, nobody actually spent that. At scale people would n
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by
gafferongames
3mo ago
You can lead a horse to water but you cannot make it drink
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