I've implemented peer to peer before. The game I've been trying to build recently is DGS model, but boy it feels more complex in implementation. But for a more competitive game, it seems like the path to take based on its advantages. I am loving these netcode for game objects videos!
With a good P2P you don't need an entire devops team and that's amazing. Games like Vallheim, Phasmophobia, Deep Rock Galactic Space etc. I want to learn more about this setup, as I think is the best for small teams.
@@abalorias333 Good point Pablo. I think you're correct. The team size definitely is a consideration to make when choosing your model, but also the type of game. Certain games cannot scale if you go P2P.
I am writing this to get more detail on Unity’s Dedicated Server Build target. If you have tried it, and can help me on my doubts, would be really appreciated. I used a dedicated server build target with linux platform in one of the multiplayer game. It’s contains the server specific logic without any assets. I deployed the generated server build on AWS server in linux machine. I am launching the server build from an external app in the same machine with -batch mode. But, it’s taking around 12% of memory of the AWS t3-large instance after launching. Here my concern is with the memory it’s takes. 1. Is it normal or I’m missing something here? 2. I need to run multiple server build instances in parallel in the AWS, As many as possible. I can run 6. Kindly give your inputs on how to run max number of instances in parallel in the AWS.
Nop this makes no sense, if your internet is bad you will face much worse latencies with games on dedicated servers. I remember when I still didn't have fiber optic internet here, I couldn't play anything without at least 300 ping
Where I live, fiber optics only appeared around the middle of 2020. I don't even know how my friends at that time managed to play Free Fire on their cell phones, through the Wi-Fi of the router connected to an internet distributed via Radio, with inconsistent 5MBs of Upload.
Why doesn't it ? If you're more distant to the other players than a dedicated server, you will have more latencies in peer-to-peer In general, a dedicated server is more reliable than random players running their game on a potato
I've implemented peer to peer before. The game I've been trying to build recently is DGS model, but boy it feels more complex in implementation. But for a more competitive game, it seems like the path to take based on its advantages. I am loving these netcode for game objects videos!
With a good P2P you don't need an entire devops team and that's amazing. Games like Vallheim, Phasmophobia, Deep Rock Galactic Space etc. I want to learn more about this setup, as I think is the best for small teams.
Do you work on game dev?
yes
@@abalorias333 Good point Pablo. I think you're correct. The team size definitely is a consideration to make when choosing your model, but also the type of game. Certain games cannot scale if you go P2P.
Awesome, i wait th!$ video long time
I am writing this to get more detail on Unity’s Dedicated Server Build target.
If you have tried it, and can help me on my doubts, would be really appreciated.
I used a dedicated server build target with linux platform in one of the multiplayer game. It’s contains the server specific logic without any assets. I deployed the generated server build on AWS server in linux machine. I am launching the server build from an external app in the same machine with -batch mode.
But, it’s taking around 12% of memory of the AWS t3-large instance after launching. Here my concern is with the memory it’s takes.
1. Is it normal or I’m missing something here?
2. I need to run multiple server build instances in parallel in the AWS, As many as possible. I can run 6.
Kindly give your inputs on how to run max number of instances in parallel in the AWS.
Just remind that Unity is already 16 years on market
The background music here is EXTREMELY distracting and jarring. Very hard to focus on people talking.
lol
Please add tpp and fps p2p asset
Nop this makes no sense, if your internet is bad you will face much worse latencies with games on dedicated servers. I remember when I still didn't have fiber optic internet here, I couldn't play anything without at least 300 ping
Jesus, what did you have before?
Satelite Internet?
Where I live, fiber optics only appeared around the middle of 2020. I don't even know how my friends at that time managed to play Free Fire on their cell phones, through the Wi-Fi of the router connected to an internet distributed via Radio, with inconsistent 5MBs of Upload.
@@NierH7
5 megabytes per second is the dream 😱
Why doesn't it ? If you're more distant to the other players than a dedicated server, you will have more latencies in peer-to-peer
In general, a dedicated server is more reliable than random players running their game on a potato