P2P vs DGS: Which model is right for your game server? | Unity Gaming Services

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  • เผยแพร่เมื่อ 28 พ.ย. 2024

ความคิดเห็น • 17

  • @embergamedev
    @embergamedev 2 ปีที่แล้ว +6

    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!

  • @abalorias333
    @abalorias333 2 ปีที่แล้ว +7

    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.

    • @ruggero33
      @ruggero33 2 ปีที่แล้ว +1

      Do you work on game dev?

    • @abalorias333
      @abalorias333 2 ปีที่แล้ว

      yes

    • @ArturoNereu
      @ArturoNereu 2 ปีที่แล้ว +4

      @@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.

  • @dclxviclan
    @dclxviclan 2 ปีที่แล้ว +4

    Awesome, i wait th!$ video long time

  • @shaishavbabariya3259
    @shaishavbabariya3259 ปีที่แล้ว

    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.

  • @lewaplay
    @lewaplay 2 ปีที่แล้ว

    Just remind that Unity is already 16 years on market

  • @Spirantizer
    @Spirantizer 2 ปีที่แล้ว +15

    The background music here is EXTREMELY distracting and jarring. Very hard to focus on people talking.

    • @MP3D2Y
      @MP3D2Y 2 ปีที่แล้ว +2

      lol

  • @numerotinko
    @numerotinko 4 หลายเดือนก่อน

    Please add tpp and fps p2p asset

  • @diadetediotedio6918
    @diadetediotedio6918 2 ปีที่แล้ว +1

    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

    • @CrazySD1993
      @CrazySD1993 ปีที่แล้ว

      Jesus, what did you have before?
      Satelite Internet?

    • @NierH7
      @NierH7 ปีที่แล้ว

      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.

    • @CrazySD1993
      @CrazySD1993 ปีที่แล้ว +1

      @@NierH7
      5 megabytes per second is the dream 😱

    • @bremstrk5641
      @bremstrk5641 ปีที่แล้ว

      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